 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 -=                                                                       =-
 -=    Welcome to The Rose - Council of Guardians.  The Rose is in        =-
 -=    constant development by a full time staff.  These release notes    =-
 -=    chronicle the development and progress of this product.            =-
 -=                                                                       =-
 -=       Warren D. Johnson                      Richard E. Warren        =-
 -=         Sr Programmer                    Chief Conceptual Engineer    =-
 -=      warrenj@metrobbs.com                   gaetor@metrobbs.com       =-
 -=       [Mahleek Tehpal]                         [Thorin Halo]          =-
 -=                                                                       =-
 -=    Please consult rcisysop.txt or rcisysop.doc for configuration      =-
 -=    and ordering information                                           =-
 -=                                                                       =-
 -=    Now featuring RoseNet!  Please see rcisysop.txt or rcisysop.doc    =-
 -=    for details!                                                       =-
 -=                                                                       =-
 -=                                                                       =-
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 07/21/98
         - Finished porting the code and databases to 3.0 DOS and
           3.0 NT.  Released public beta for 3.0 DOS and 3.0 NT which
           expires on August 5, 1998.


 07/16/97
         - Paladin titles were misreporting, fixed that.

         - Fixed a bug where player's encumbrance would go negative
           if someone tried to rob them but they had no money.

 06/19/98
         - Fixed a problem where if you trained 1 point and you hadn't
           anything in that skill before, sometimes it didn't show
           up in your list till you trained the second point.

 06/12/98
         - Except for below level 6 pvp restrictions, the
           pvp restrictions are waved in the training helix.

         - Added a Sysop configuration option in "Game Settings"
           so that Sysops may toggle whether or not users lose
           spells when they die.

         - Added Sysop command "addlife".  Adds a life to a player.

         - There is now a monster that regens that has glyph keys.=)

         - Gauntlets of Strength are keyed to "armor usage".  They
           also now boost your strength.

         - Fixed a problem with btrieve and full paths.  Basically,
           if I opened a file path "c:\wgserv\rci_univ.dat" some btrieve
           versions didn't like it.  However, if I opened just
           "rci_univ.dat" then btrieve was chill with it.  If anyone
           has any idea why this is, drop email to warrenj@metrobbs.com.

         - Fixed gender problem where if you chose a different gender
           then your own, the game still defaulted you to your
           real gender.

         - Highs2 list was misreporting chirgeons as "chirs" or something
           silly like that.  Fixed.

 06/03/98
         - The Rose, version 2.00.01 is released to the market.  Minor
           bug fix.

 06/01/98
         - The Rose, version 2.0 is released to the MajorBBS 6.25 and
           2.0 market.

 05/27/98
         - Bards on the high2 list were being displayed as Chirgeons.
           Fixed that.

         - Temporarily removed the "You earned about 132 experience"
           message until I could figure out the 0 experience bug.

         - Bulk of the RoseNet considerations are finished.  You should
           soon be see'ing your exciting events and high score lists
           at a web page near you!

 05/26/98
         - Warren comes back to work after an absence due to the
           removal of his appendix and a subsequent wound infection.

 04/29/98

         - Resting now breaks sneak.

         - PvP is unrestricted by level in the training helix.

 04/23/98

         - Fixed a problem with the delete account/midnight cleanup routines.

         - Fixed a problem where if you had infravision but didn't
           have enough light to see in the room and the monsters in
           that room were flagged as "IGNORE_INFRAVISION" (for example,
           cybloks which don't show up on infravision cause they're cold)
           then it misreported the monsters in the room.  I'm sure
           10 people over time reported this to me.

 04/21/98
         - Fixed it so you couldn't get winded through most barriers you
           couldn't walk through.

         - Spent the last few days cleaning up misc bug things.

 04/17/98
         - Fixed a bizillion misc color things.

         - FINALLY got the wind spells formatted and colored correctly.
           Yeesh.

         - Fixed colors for when you attack but are uneffective with your
           weapon (example, knife vs. spectre)

         - Fixed stupid crash bug related to putting monsters into the
           idler.

         - Got the ranged combat spell colors finished finally.  Sheesh.

         - Guards were not attacking criminals or even attacking back
           when directly smashed on.  Fixed that.

 04/16/98
         - Fixed the following color problems:
           1 - Monsters moving in/out of the room will now show up partially
               in yellow
           2 - Casting any spells will always come out in red rather than
               the light grey and light red messages we were having
           3 - When you or a player smacks at a monster but misses that
               entire message will be in cyan

         - I believe we've gotten all the normal, ranged combat coloring
           correct now.  (on to ranged combat spells!)

         - Gaetor has learned to throw the bodily image of himself so as
           to appear in places he is not. Cough.

         - "a kobold dies in the distance" which results from ranged combat
           death becomes "A kobold dies in the distance".

         - You will no longer regenerate mana points if you're hungry
           or thirsty.

         - Players now begin life in the town of Pendlehaven (well first
           you have to go through halls of learning but they'll dump you
           out into pendlehaven) and if you die in Pendlehaven or in the
           sewers connected to Pendlehaven you will be reborn in
           Pendlehaven Hospice.

         - Randomly moving monsters will now aggress on you if they
           move into your room due to random movement.

         - Slowed down the random movement.  It was a bit much.

         - Firing a ranged combat spell will now negate your resting.

         - Following your group leader will now negate your resting.

         - If you try to fire a ranged weapon, you will stop resting/healing.

         - Fixed misreporting of your rank when you promote.  The game
           thought you were a level lower than the rank you really were!

 04/14/98
         - Added a new command called "shuffle".  This command will shuffle
           the order your items are in in your inventory.  This should
           help when you're trying to get at an item which is the second
           or third of it's kind but difficult to reach cause the game
           keeps referring to the first instance of it.

 04/07/98
         - Added the routines for deleting a character from the rose
           database when his/her account is deleted from the board. This
           is toggleable in the Sysop Menu.

         - Re-Organized the code so as to allow for conditional compilations
           for DEBUG/DEVELOPER and non/debug mode.

 04/06/98
         - Fixed movement in verbose mode

 04/04/98
         - You can no longer turn undead while on action timer.

         - The month was not changing EVER.  Fixed that.  Thanks Dan!

         - Poisoned players were generating the incorrect message when
           the poison hit.  Players in the room would see messages other
           than "MAhleek shudders in discomfort".  Thanks Taran!

         - Fixed another wrong message printing problem.  When players
           were blocked by monsters, others saw the TAME usage.
           Thanks Taran!

 03/30/98

         - Monsters will now move randomly once again.

         - Increased the delay on battleaxe class weapons.

         - Added continual powers code for armed weapons and stuff

         - Players now begin the game in Pendlehaven Town Square.

         - Fixed the table xp command for promoted characters

         - Gaunlets and other hand-armor typed weapons are now working.

         - There as a spot where you could stand and fire a ranged spell
           at a monster and the monster couldn't get you because he couldn't
           walk into that square.  That has been fixed.  Certain rooms
           you cannot cast ranged spells while in or through.

         - Formatted the advanced topic search.

         - Fixed a misprinting message about unlocking the door in the
           floor.

         - Removed the "purged limiteds" option from the SysOp menu.

         - Removed the "phoenix support" option from the SysOp menu.

         - Did some editting on the getting started guide.

         - Turns out that "help armor" didn't do anything.  Fixed that
           so it brings up the armor usage help screen.

         - Fixed that annoying bug where if you lit a lightsource,
           and then snuffed it, you would see "candle[usage] sys.."

         - The original plan was to credit each change to the beta
           tester that announced it.  However, it has become cumbersome
           to keep track of the first person (and the people) who suggest
           things so we're only going to cite people in specific case.
           We do appreciate all feedback though :-).

         - Previously, if you had no spells, you couldn't get your mana
           points to display on the statline.  That is changed.  Now you
           may decide whether or not you want your mana points to show
           up on the statline.

         - Removed the seediest players high score list.

         - Fixed strike/attack/bs usage

         - Added a function "is_grose" to check to see if this .dll is
           running on G-Rose

         - Removed the assume command from general release.  Assume command
           will continue to work on G-Rose and Web-Rose

 03/27/98
         - Fixed a mis-reporting of the sysbank function

 03/26/98
         - Entered the reserved words into the rci_nam1.vir file so
           that you can no longer use those reserved words as
           names for your characters.  For example, you can no
           longer use any of the monster names or use any of the
           ranks.

         - You can no longer ring the arena gong while on action timer.
           Reported by Thomas Spalango.

         - Fixed a problem where users couldn't promote past level 5
           because the system was confused and didn't know where it
           was.  Reported by Johnny Tan.

         - Fixed a problem with verbose mode and moving around.
           Reported by Tom Spalango.

         - You no longer have to enter the directory path to your
           bbs directory.  We autodetect it now.

         - Fixed another 0 xp problem. Reported by Johnny Tan.

 03/18/98
         - Certain items now have additional restrictions for their usage.
           For example, you may only use "such and such item" if you
           actually have dealt the killing blow to "Maelstrom's Avatar".

         - When "revealing" or "unhiding" we now place all the monsters
           in the room in the idler.

         - Changed max monsters in the SysOp menu from 2000 to 5000

         - Fixed a bug in the idler routines.

         - Added a sysbook command which allows authorized developers to
           see the money of another.

         - Added the "remove from idler" check in the is_ins_npc
           idle routines (do_is_npc1_tc1....)

         - Rebuilding the way the game tracks whether monsters need to
           be serviced or not.
           1) When a player walks into a room, monsters get dropped
              into the idler.
           2) When a player rings a gong to summon a monster, it
              gets dropped into the idler.
           3) When a player tames a creatuire it's placed in the idler
           4) At the entry point to attack_pvp
           5) At the entry point to attack_pvnpc
           6) Any type of spell casting (happens to monsters in the
              caster's room).
           7) At the entry point to shoot_pvp (in shooter's room and in
              target's room).
           8) At the entry point to shoot_pvnpc (in shooter's room and in
              target's room).
           9) As a target of a ranged spell (monster or player)

         - Changed monster response time so they will now track or attack
           at quarter second intervals (peppier!)

         - In the RCIDEBUG build, elder flagged players will be able
           to tame anything, anytime, anywhere (except players).

 03/17/98
         - It now will cost a certain amount of money to ring an arena
           gong.

 03/16/98

         - Fixed a problem with "bane" weapons.

         - Added a special surprise for the newbie killers of the realms
           :-)

         - Fixed a problem where if you dropped too much money in a room,
           the room would absorb it and leave the top dollar amount
           at 30000.  This happened for silver and for gold.  Now, if
           you try to drop too much, the game informs you of the fact
           that the room cannot hold that much money.

         - Fixed a problem where players in verbose mode were not see'ing
           room descriptions when looking in directions.

         - Fixed a bug where the experience mages were getting per
           cast was increasing exponentially (incorrect).  Thanks Frank!

         - I believe we have fixed the 0 exp bug.  Please report if you
           find otherwise.

         - Fixed the routines associated with cursing a player.

         - Fixed the SysOp menu to include the selection for definition
           of runtime "keys" associated with The Rose.

         - Set Peon player vs player combat restrictions back in place.
           I'm sorry that I waited this long.

 03/03/98
         - Added to the death log, a player's room number when he dies.

         - When purchasing an item for silver, you would not get a
           rebuff.  Fixed.

         - Autospellcasting will now shut off automatically through
           all teleport events (including trap teleport and invokeing
           teleportation devices).

         - Rolled back my coding to the 17th to reintroduce coding concepts
           which were not taking to a later revision.  Gawd, I love double
           work!

         - Cleaned up the about RCI and cleaned up a few menus

         - Worked on some colors


 02/17/98
         - Fixed nasty bug with the casting of deific embrace.  Still
           got somethings to fix.

 02/16/98
         - Tripled the amount of movement points gained per level.

         - Lowered the amount of experience you get from fighting in
           arenas by an additional 30 percent.  This means that a monster
           you would get 100xp for in the forest is worth 40 in the Arenas.

 02/14/98
         - Changed the word costed to cost so Brooke can relax.

         - Fixed nasty bug from WebRose version.

 02/13/98
         - Fixed a problem with the chameleon spell (being invisible).

 02/12/98
         - Fixed annoying message about "You will gain no more experience
           until you promote".  I'll get back to that later.

 02/10/98
         - We increased the open handed combat of scholars and monks.
           The damage caused by their hands is now about double and a half
           more than it previously was.  This means if you were doing
           200 with your hands you're doing about 500 now.  We'll see
           how this works out.

         - Worked on colors some more.

         - Fixed annoying arena message that was printing 33mA Kobold ...

         - Worked more on clans (will be here soon).

         - Introduced some memory tracking code.  You might notice
           a slight degredation in performance as we track down
           where memory overwrites are occuring.

 02/04/98
         - Figured out why people were never saving versus paralysis ;).

         - Worked on the paralysis problem where people would just become
           infinitely paralized by medusa and maelusa

         - You can now pick things up off the floor when monsters are
           attacking you without being blocked.  This is keyed off of
           the same routines for "moving" from a room and being (or not)
           blocked from exiting.

         - Fixed annoying bug where a person would cast a spell at you
           and you wouldn't see the whole message (!!).

         - Fixed that annoying light bug whereby you could accidentally
           be flagged as having unlimited light.

         - Fixed that annoying bug where your movement would not regen
           entirely to it's maximum :>

         - Fixed a bug where people were receiving permanent stat boosts
           of one point if they had raised a stat to their racial maximum.

         - Increased regen rate for healing

         - Fixed a bug where if you tried to join up with a pile of silver
           shillings, the system crashed.

         - Worked more on colors.

 02/02/98
         - Increased regen rate for healing

         - Fixed a bug where if you tried to join up with a pile of silver
           shillings, the system crashed.

         - Only direct melee combat spells will autocast.  What this means
           is that the spell will only autocast if it does damage to a
           direct target, for example cast minshock kobold.

         - Auto move is disabled while we work on it.

         - Fixed a problem where people's criminal time wasn't decrementing
           correctly.  Thanks Dan!

         - Added auto move.  Basically if you try to move while you're
           on action timer, the game will tell you you're moving and the
           moment your action timer is 0, you will move.

         - Added the concept of time.  10 minutes real time is 1 hour
           game time.  Each 3 hour segment, the town crier will
           declare the time.  The command to check the time is "time"
           and the command to check the date is "date".

         - Room exits are now sorted by direction rather than appearing
           hap hazardly on the prompt.

         - Added auto spell combat.  Finally.

         - Worked more on the prompt system, the statline and the colors.

         - Each time you kill something you will now see the experience
           you got.

         - Each time a person in your group kills something you will see
           your portion of the killbonus.

 01/30/98

         - You will no longer loose any items "permanently" when you die.

         - You may now choose your prompt type when you're creating your
           character

         - Finished the auto prompt work.  You may now choose between a
           MajorMUD style auto prompt set up or a static prompt that
           doesn't update itself.  The command is "set prompt on"
           or "set prompt off".  Users who have NO ANSI will automatically
           get the static prompt because the other uses ANSI.

         - Worked on combat, yet again.

         - Fixed some prompting problems (and the fight continues).

 01/29/98

         - Reworked out prompt system so that it is autoupdating and
           maintains a presence at the bottom of the screen.  This is
           still in the works so bear with us.

         - Finally fixed a gender bug where it was reporting all men
           as women.  This was cool but needed to be fixed nonetheless.

         - Fixed a bug where players were able to initiate resting during
           combat.

 01/28/98
         - Fixed yet another minimum damage problem with combat, again, again.

         - Fixed the spelling of the word Neutral

         - Fixed a minimum damage problem with combat, again.

         - Large scale continual items added

         - further worked on the "bank/checkbook" command to make it
           more compact and show account balance

         - Monsters killed in Arenas will now drop less gold/silver than
           they did before even.

         - Mages now begin with Minshock rather than having to learn it

         - Priests now begin with MinHeal rather than having to learn it

         - modified combat so you could no longer just TANK through things.
           There is a minimum chance a monster has to hit you based
           on your level vs. his.  For example, despite an AC of
           2000, Mord, the King of Minotaurs, still has a bare minimum
           chance of hitting you.

         - modified the i2 command just slightly

         - modified the myarmor command to be tighter and waste less
           space

         - modified the "exp" command to be tighter and more informative

         - modified the who's online list to show name, gender, rank
           and alignment.  Currently only nuetral and criminal exist.

         - added ranks based on walk of life and or class and level

         - player death will now cost you only one random attribute
           point as opposed to previously where you lost 1-4 constitution
           points and 1-4 of another stat (overall of 2-8).

         - players will now only gain 1 life per level up

         - tightened up the myarmor command

         - Modified the main menu

         - You may now choose your gender when you create your
           character

         - modified the character sheet so that it's more compact.
           Moved several variables off to other areas.

         - we ditched the comeliness statistic, as we weren't using
           it

 01/23/98

         - added direct links to players armor and weapon configuraitons
           to allow for faster acquisition of those items

         - Fixed a bug where players getting too much gold or silver
           would get negative amounts

         - Fixed a bug where daily items where crashing the system

         - gnomes will now CORRECTLY regen 2 mana per second

         - added a to-hit 4.

 11/24/97

         - fixed it so that if you try to hide while you're hidden
           the game says "You're already hidden!"

 11/17/97
         - began time stamping the player files

         - misc debug code

         - logging all deaths now

         - fixed the problem where toggling a door open wouldn't
           toggle the corresponding door in it's adjoining room

 11/10/97
         - added wipemsp, and makemsplog commands

         - fixed a divide by zero error in the hunting function

         - fixed a divide by zero error in the rob function

         - feedme command added for developers

 11/07/97
         - made striplimited, makelimitedlog and clearmods command
           in preparation for a reworking of the limited item
           system presently in place

 11/01/97
         - fixed a whole snotload of warnings and conversion may
           produce blahblahblah in rcimoney.c (saved those warnings
           in rcimoney.war)

         - fixed even more warnings which were

 10/25/97
         - added the do_daily_items  routine which basically will
           drop through the data files rci_ins2 and rci_mod2 and
           max out the charges on all items which are marked as
           daily items.  This can be used at cleanup or at system up
           or whatever we decide THIS IS NOT SET UP TO HAPPEN.. NEED
           TO ADD THAT CODE

         - i think i fixed the problem with the door toggle parse
           event

         - added the continual code for skills, stats, ac, dpool, opool
           ,tohit, healing, magical defense and mana regen

         - cleaned up miscellanous warnings and errors in several of
           the .c files

         - added the code to remove continual items from the fast idler
           when a player dies.  this was necessary for all items because
           we zero out the "armed" and "equipped" data arrays.

         - added the code in pcwear and pcremove to account for players
           wearing and removing continual items... must add or remove
           from the idler

         - added the code in "get_stat(..)" to account for players
           having continual items

         - added the code in "get_profper(..)" to account for players
           having continual items.

         - if you do not have SOME Measure of skill in a proficiency,
           then a continual item will not help you at all

         - added a tweakcont command

         - added a check so that continual items loaded from disk/disk
           will be added to the fidler if they are INUSE but only if
           they are inuse and their maxtime is 0... maxtime of 0 indicates
           that the item is permanent

         - added the routines for the IS_CONTINUAL modificaiton, the
           IS_INS_CONTINUAL modification, adding the continual modification
           to an existing item.

         - modified the place_obj routine so that continual items
           generated would have the IS_INS_CONTINUAL modification
           on them

 10/22/97
         - disabled pc_death_drop on the web version

         - added a custom input handler "rci_input(..)" which handles
           incoming characters for people in the Rose game proper (not
           sitting at main menu)

         - rci_input -> null when hangup, suicide, x and permdeath

 10/21/97
         - players on WebRose who are greater than level 7 and are out of
           game time will no longer be able to move through certain
           areas, get items, drop items, attack or cast spells.
           routines affected:
             cast_spell();
             pc_get_item();
             pc_drop_item();
             pc_comein();
             pc_pre_attack();
             autocombat();

         - In an effort to figure out the dreaded delcue bug we are now
           now logging each time:
           mod goes to delcue
           mod is processed
           obj goes to delcue
           obj is processed
           player picks item up
           player drops item
           player discards item


 10/18/97
         - fixed it so that if the game is backing up you don't get
           thrown out of the game, but instead get to sit at a menu
           for 10 seconds or so until it's done

         - fixed a problem with the usage log

 10/16/97
         - fixed a small WebRose problem whereby users who were not
           paying could still get some small xp points by being in
           a group

         - fixed a problem where monsters were dropping zero
           gold pieces!

         - added a seperate welcome screen for WebRose

         - WebRose Sysop gameplayers (who command) now reveals
           different people in the classes

         - we now track max users in the game at peek time

         - added a new command "table xp"

         - Mahleek whispers.  became "Mahleek telepaths a mental whisper."

         - fixed a small problem with the whisper command

         - keyed Rose host account page to the "rosehost" key

         - added a command "account" to check your account status
           including time left

         - fixed the spelling of "gypsie" because it was "gypie"

 10/15/97
         - changed the univ vector size to 10000

 10/13/97
         - arenas will now drop about 40 percent of the gold
           and silver that non-arena monsters drop

         - arena monsters will not drop items

         - arenas were giving 35 percent less xp than the rest of
           the world, we reduced that to 30.

         - there are now more monsters in the tundra preceeding
           Quentin and IceDales

         - when gypsies promote to scout they are given 400 extra
           movement points to play with

         - scouts will now regen movement points at 20 per second
           as opposed to 10.

 10/10/97
         - the casting bonuses were READJUSTED...spells should work just
           a bit better now eh

 10/09/97
         - messed with the main menu a drop

         - fixed the pvp spell bug where you could do damage to a
           player even if they were out of player vs player range

         - if you enter The Rose and don't have ANY CHARACTERS you
           will automatically be tossed into character generation

         - fixed a problem where if you didn't have a skill yet,
           that first point was a deewsy

         - players weren't getting backstabs against other players

 10/07/97
         - fixed minor bugs in the heroism, necromancy, draining
           things

         - worked more on the horde things

         - you can no longer attempt to tame monsters while you're on
           timer

         - added a spell vector for vampire effects used in necromancy
           whereby you drain a creaturea nd get it's hp as healing

         - added a new spell vector (cheer!) for heroism....
           castable on monsters and players alike

         - when you die, your horde is disbanded

         - when you HANGUP, your horde is disbanded

         - when you suicidemenowpleae, your horde is disbande

         - when you invoke homestones, portalstones and the like,
           your horde is disbanded


 10/06/97

         - fixed a slight rounding error on the movement points
           given per level

         - FINALLY added the taming skill

         - Only NECROMANCERS and RANGERS can tame monsters

         - monsters in arenas will no longer drop money or items
           EXCEPT in the imperial city arenas

         - boosting a body stat will now take it only so high as
           your racial maximum +1

         - fighting monsters in arena are now worth 35 percent less
           than monsters out in the rest of the world

         - worked with spell casting numbers a bit

         - warriors had their xp charts altered to look like priest's
           xp chart

         - mages had their xp charts altered to look like warrior's
           OLD xp chart

         - added a new command "godslap" which is an anonymous version
           of the smite command

 10/05/97
         - added an uptime, player count to sysop mainmenu

         - finished the new high score lists... note that "CLANS" is
           not implemented yet

         - added a "smite" command which is useable only by Sysops.
           Smite will reach down from the heavens and smite a user taking
           away half their hp and adding 15 seconds to their timers.


 10/04/97
         - fixed a small problem where if you tried to whisper to
           a user and the user's name was longer than 30 or you typed
           something longer than 30 it would go boom

         - programmed the first round of routines for the new high
           scores lists

         - typing hints will also tell you how many hints were displayed
           in case some scrolled by

         - added a hint for those rooms with NPCs in it that will
           cast spells on you via "request"

         - getting winded into a room with a trap will now set the
           trap off as if you had WALKED into it

         - fixed a small bug whereby you would see "Mahleek gets @#D gold
           coins"

         - worked more on those reports that generate routines

         - Web-Rose people will begin in verbose mode

 10/03/97

         - wrote some routines to generate reports about what is going
           on in the game.

         - fixed a problem with people not generating lives when they
           died

         - everyone starts out in room 3977 which is the newbie/getuptospeed
           area

         - fixed the infamous, doesn't cost anything to promote when
           you're a class, bug.

 10/02/97
         - fixed a problem where you could pick up too much gold or
           silver and cause your silver/gold count to go negative

         - may have found the problem in the death drop because we
           weren't setting the dropped item's room number

         - players can no longer pick up more than 30k gold, 30silv

         - monsters flagged with THE_IGNORE_INFRAVISION_MOD will not
           show up when a player looks with infravision

 10/01/97
         - Damn, is it October already?!

         - added the combat, offensive and defensive bonuses associated
           with each class

         - players that get cast into demo status (visitor status on webrose)
           and are level 7 or greater will no longer be able to gain
           any experience and get no kill bonuses

         - modified the experience points command ("XP") and the promotion
           to account for the classes and larger (over 2billion) possible
           experience points

         - Fixed a minor gp problem with the is_cursed routine.

         - Fixed some minor <invalid pointer> errors for:
           <Invalid pointer> finds out that a life of crime does not pay!

         - Fixed a small problem with the scan astral command

 09/30/97
         - the max you can boost a stat is to 106 now.

         - maximum achieveable encumbrance is 30000

         - fixed a problem where you could boost yourself with a body
           spell multiple times

         - fixed character sheet so it reflects your level as your class
           if you are one.  So rather then have Level 32 Paladin, you see
           level 2, paladin.

         - added help file for "assume"

         - fixed assume hint


 09/29/97
         - cursed players now do half the normal damage they would
           do with their weapons and spells

         - cursed players now do half damage on their spell attacks

         - cursed players now heal half damage on their spell attacks

         - cursed players now fail 25 percent of their melee spell castings

         - cursed players now fail 25 percent of their area effect spells

         - cursed players now fail 25 percent of their ranged spell castings

         - cursed players now have their armor class HALVED in battle

         - cursed players now take double damage (sort of :>)



         - added a description exporter

         - exclusion key any annoying user key were backwards


 09/28/97
         - fixed a bug with experience points and monster kill
           bonuses

 09/26/97
         - added the experience charts for the promoted classes
           (that's level 31-60)

         - Although boosted / drained stats were actually affecting
           the skills which they prime requisited, this change was
           not reflected in the "skills" list.  This is fixed.

 09/25/97
         - players will now get 25 percent less experience for fighting
           in arenas as compared to fighting monsters other places.
           For example, if a skeleton is worth 1000 experience points
           in the tombs, then he is worth only 750 in the arena.
           The same concept applies to the kill bonuses for monsters


 09/24/97
         - added the UN_GETTABLE modification to certain items making
           them impossible to manipulate.  This is for things like
           fountains, walls and sign posts.

         - fairfolk now have a huge advantage when escaping from a room
           with aggressing monsters.  Since they fly, they are only
           blocked by creatures that are able to fly.  Thus, fairfolk
           can walk away from a room of 60 goblins without breaking
           a sweat.

         - fixed a problem with people getting kill bonuses for killing
           patrolman

 09/22/97
         - juicy pear, the starting food has had it's food/water
           potency increased

         - new players now begin the game with about 2.7 hours of food
           and water

         - the temple in Imperial City is now sanctuary... no spell casting,
           no backstabbing, no autocombat, nothing

         - fixed a problem where players were getting misdirected
           messages like "The spectre is at 24% help"

         - fixed a level promotion problem

         - food and water is now consumed a bit slower.  We just recently
           changed the consumption to 5 clicks per second but that was
           just entirely too much.  We dropped it down to 3 clicks per
           second which is a bit more realistic.  Dwarves still only
           consume 1 click per second.

 09/18/97
         - fixed a message out of range problem which occured when players
           who didn't have gossip key tried to use gossip

         - "spells" was misreporting the maximum amount of spells you
           could learn.  Was set for sphere/2, but is really sphere/4

 09/12/97
         - fixed a gp problem whem somehow monsters tried to disease
           or poison other monsters

 09/10/97
         - the conjure command was altered to allow unconditional summoning
           whereas previously you could not summon monsters or items if
           maxitem or maxmonster was exceeded

         - elves now have the ability to "recall". Recall is the ability
           to teleport oneself back to imperial city from certain terrains.
           Elves may only recall from forest and tundra terrains.
           This skill hits the elf with a 30s action timer, successfull
           or not.

         - dwarves are now immune to all disease and poison

         - giants have a permanent health gauge ability

         - players will now consume food and water at a rate equal to
           five times what they were previously consuming food and water
           at.

         - dwarves will consume 1/5 the food and water that the other races
           do

         - maxfood time and maxwater time were increased from
           7200 clicks to 20000 clicks

         - gnomes will now regenerate TWO MANA per second (gasp!)

         - added "electrum" and "platinum" to your inventory line...
           these are not implemented yet still

         - messed with the promotion message so the cost of the promotion
           is the last thing you see rather than movement

         - pray now restores mana and movement points

         - fixed the misreporting of drains and boosts on the "stat2"
           command

         - fixed a misprinting on p2edit [user] [37]

         - when you did an action to an item it said
           "I'm sure a dagger appreciates it..." now it says
           "I'm sure the dagger appreciates it..."

         - modified the "Spells" command so that it shows you not
           only your spells but your sphere ratings, how many of
           each visible sphere you have and what the maximum amount
           of spells you can learn for each sphere is currently

         - Well, we frooked up!  Turns out that intellect can't be
           the only determiner of how many spells you can learn being
           that certain people only learn spells from life (or body)
           which's prime requisite is wisdom.  At any rate, you
           may learn a maximum of spells from a sphere based on
           the sphere's prime requisite divided by 4.  For example,
           the prime requisite to forces is intellect.  Therefore,
           the maximum amount of forces spells you may learn is
           intellect/4.

         - All calculations aside, the maximum amount of spells a
           spellbook can hold is 50.

         - some of the elder-only items was causing integer roll-over
           problems when invoked (specifically the hitpoint healing
           elder-only items)

         - multitude of colors and grammatical problems were fixed

         - when a player rang in multiple monsters at once, you
           were only seeing the monsters appear nad weren't seeing
           "Mahleek rings the great gong!"... this is fixed so you
           now see who rings it

         - added a help file for courballi armor

         - added a help file for the "purge" command

         - added a help file for the "quest" command

         - added a "purge" command to purge spells from your spellbook
           The syntax is "purge [nickname]".  Once you purge a spell
           it is gone forever

         - we reduced the amount of movement points received per
           level by 3.  Previously lets say you got 9, now you get 3

         - destramanatology now works.  This skill will affect your
           ability to hit monsters which require magicked weapons
           to be hit

         - the maximum amount of spells anyone may learn at any given
           moment is equal to their intellect/2

         - the maximum amount of spells a person may learn, regardless
           of intellect is 50

         - added the hislight command

         - it was brought to our attention that players were able
           to learn spells while boosted, but this has been fixed.
           Those of you who were able to acquire spells even though
           they were boosted/drained, you may keep them.

         - astral channels were all ka-flooky but now work fine

 09/04/97
         - Wyverns got their own poison type! Yipee!!!

         - fixed a capitalization problem with Mord

         - seems that some monsters would appear to be in
           perfect health and then die on the next shot. Fixed that
           problem

         - made an oopsie on the skillcosts.... messed up their
           "data" so people were being charged incorrectly to
           raise certain skills.  This problem has only existed
           for two days.

 09/03/97
         - fixed a big oopsie with the experience tables

         - elders can now whisper to a player even if their whisper
           reception is off

         - fixed a problem with random monsters, they weren't appearing

         - added system broadcast messages for elders.  Broadcasts to them,
           among other things, random population events

 08/28/97
         - adjusted monster boost/drain spells

         - worked extensively on the "Random monster" routines

         - player's hitpoints weren't resetting when they died
           in the practice arena, that's fixed now

 08/27/97
         - modified the time delays on spells so that they
           are a function of one (or two of your attributes)
           and the sphere of the spell you are casting

         - added a help topic for the new lores: bovinology,
           cornicology, destramanatology and goblinology.

         - added a help topic for Imperial City and Spalango.
           Try "help imperial city" and "help spalango".

         - modified the backstab help topic so it reflects
           the command "backstab"... the command "strike"
           will also work

         - modified the "gameinfo" screen to reflect the coming
           of the new monetary system.  No ETA on it at all but
           it will contain the long awaited electrum and platinum
           pieces.  The silver standard will be maintained.

         - added some custom lines for each monster to denote their
           level of damage, rather than everyone having the same
           "damage" lines

         - began adding the hooks into the game for classes.  Part
           of the testing will involve Elders running around as
           different classes.  Please do not ask how to become a
           class or "promote" your character as it is not in the
           game yet from a playing aspect.

         - Current list of planned classes are: Paladins, Knights,
           Archmages, Necromancers, Chirgeons, Bishops, Bards,
           Rangers, Loremasters, Monks, Rogues and Scouts

 08/26/97
         - added the interface, command and interpretation of the
           tundra_walk and tundra_holm concepts

         - monster log now prints out random classes

         - added terrain type 8 (80-89) tundra.

         - terrain id 34 added, movement modifier of .25

         - modified the make monster routine so that you can specify
           a pid for the monster or have the computer generate
           the pid automagically

         - shortened player first name and last name choice to
           12 characters where it was about 20 previously

         - max terrain was upted to 200 because Bos tried to enter
           a terrain above 50.

         - fixed a miscalculation on the scale down of experience
           from area effect spells

         - added two new types of poisons [lovely!]

 08/22/97
         - players A is one room north of player B... Player B
           starts talking to player C... Player A will see:
           "Sounds of chatter to the south."  Soon will do this
           with combat and movement.

         - well, for two days we have run without any problems and
           have narrowed our "phantom" lock-ups down to the
           random placement routine which places monsters randomly
           inside the game.

         - high scores reinstated

         - tracking of stock in shops reinstated

         - based on user input and feedback, we have raised the
           attack power of scholars

 08/21/97
         - changed the colors of "You say: " because they were
           killing everyone

         - cost to train skills has been reworked so that you
           may only train one skill point at a time.

 08/20/97
         - you will now get less experience from hurting
           monsters with area effect spells

         - goblinology, bovinology and cornicology are now in
           play in the game

         - we modified the cost structure for raising skills
           in that it gets harder to raise a skill the better
           you are at it.. for example, warrior requires 3
           dev points to raise melee one point while his current
           melee level is 40 or under.  When warrior has a raw
           melee of 41-50, it costs him 3 (the base cost to raise
           the skill) times the modifier 2 and therefore while
           a warrior has a skill in melee between 41 and 50 each
           additional point will cost 6.

 08/19/97
         - added four more lore skills: goblinology, bovinology,
           destramanatology and cornicology.  These are not in
           play at the moment but will be soon.

 08/18/97
         - William Robert Boswell joined the development team
           today.  He may be found in various incarnations about
           the realms, the most common being "Kvott Kajuk".

 08/15/97
         - players must now experience a full 20 seconds of non
           combat (which includes attacking and being attacked)
           before they may properly exit the game.  Hang penalties
           will be added soon.

         - increased player's "history" from 10 rooms to 20 rooms
           to help monsters track better

         - added some more debuggging code to track the transition
           between life and death

         - worked on loads of colors


 08/14/97
         - Through a miracle of modern coding [luck] I was able
           to modify the code so as to effectively double
           The Rose's capability to handle monsters in the game.
           Currently, 800 was the maximum living monsters we could
           support.  The number is now around 1400.  Will do
           some testing.

 08/13/97
         - The Rose was offline yesterday from about 4pm to
           this morning about 11am.  You don't even want to know.
           Rose was on punishment until it decided it wanted to
           behave properly.

 08/12/97
         - temporarily removed the routines which track the
           stock of shops
         - temporarily removed the "highs" command as well
           as the compilation of the high scores

 08/11/97
         - fixed that problem where you couldn't attack a rat if
           there were rations on the floor of the room

         - fixed some misc idiot bugs that were locking us up

         - shops needed tweaking as they weren't decrementing
           the limited count correctly

         - gold coins became gold sovereigns, silver pieces became
           silver shillings

 08/06/97
         - fixed the evil "southeast" problem whereby randomly the
           word "southeast" would phantomly appear upon the screen.
           My regards to Dergar Hellsforge for guessing that it had
           to do with when you "talked" outloud.

         - added "st2" so it works like "stat2"

 08/04/97
         - player's now lose lives when they die even if their souls
           are binded; the only exception to this rule is when Rose is
           in tournament mode

         - mod 241 is FLAGGED_PID...

         - implemented the striplimited command

         - fixed monster debugging

         - doors toggled by levers are now coordinating correctly.

 07/29/97
         - added a command to "quickstock" and arena.
           the command is "astock" (developer only)

 07/28/97
         - quest restrictions have been added to the game..
           trying to keep people from doing the orc quests so many times
           in a row

         - now using unraw charisma

         - tweakevent was added to the parse functions

         - made a command to strip the quest_flag restriction mods
           en mas

         - made the quest flag restrictions directional (and thus
           useful finally)

         - fixed a problem with monsters resisting area effect spells
           entirely too much.  This bug was brought [frantically]
           to our attention by xShinobi aka Asieth.  Thank you :-)

         - fixed the monster blocking the parse catch area

         - sysmon2 shows damage caused now

         - idata 5 (max stat) added to stat boost event

 07/23/97

         - fixed a problem with the "annoying user" key (also known
           as the curse key) whereby it was getting all mixed up with
           the exclusion key

         - fixed a few areas who's "short description" (for example,
           "You are standing in Imperial Square") was longer than
           49 characters.

         - added the help topic: lives

         - added the help topic: dieing

         - added the concept of stat boost potions.

         - you may not exit from the game if you have been attacked
           by player/monster within the last 20 seconds

         - Added more padding to the PC1, PC2, and PC3 modifications

         - We added the concept of lives to the game.  Each player begins
           with 3 lives and will gain additional lives per level based
           on their level up to a maximum of 10 lives.

         - players will no longer lose lives if they die and are between
           level 1 and 5

         - if you die with any stat below 3 you will be rerolled

         - players will no longer lose stats if they die and are between
           level 1 and 5

         - players will no longer lose experience if they die and are
           between level 1 and 5

         - you can no longer send whispers to people if your whisper
           reception is off

         - you can no longer yell while hidden

         - you can no longer speak while hidden

         - added damage to the system combat monitor (developer only)

         - worked more on heroism

         - worked with player's to hit bonus

 07/22/97
         - added a new classification of potions: heroism which increase
           your ability to hit things (players AND monsters)

         - stat2 will now report if you are influenced by a heroism
           potion

 07/21/97
         - worked on colors a bit more...

         - the "checkbook" screen looks better now.

         - the keywords "money", "wealth" and "checkbook" all
           do the same thing now

 07/18/97
         - arenas are now exempt from monsters with "adjectives"
           so as to avoid getting things like "powerful fox"
           in the arena

         - changed "Mahleek arms a weapon" to "Mahleek arms a <item>".

         - fixed the misreporting of how much you pay for an item
           when you buy it.  On occasion the game was reporting
           "You purchase >blah< for 20 gold and 10 silver" when it
           really meant to say "You purchase >blah< for 20 gold and
           receive 10 silvers change".

 07/17/97
         - "a" and "Attack" will now engage the autocombat feature

         - "strike" keyword will now issue a single attack upon
           a monster

 07/16/97
         - fixed some misc colors

         - the yell command will now rebuff: You yell " "

         - changed the rebuff on talking from "-message sent-"
           to: You say "Hi" and the like

         - if you try to move while on autocombat, your
           combat will break in preparation for you wanting
           to move when your timer is zero.

         - observers will now see "[player] examines a map of
           Imperial City" each time a player types map1, map2
           or map3

 07/15/97
         - modified the amount of random monsters placed into
           the game.

         - elders now automatically see "caste" and "health_gauge"
           on players.

         - fixed a small problem with the wind spells

         - if the money you drop to the ground plus
           the money already on the ground is over
           30000 the game rounds the moeny pile down to
           30000

         - worked a bit on the player vs player combat

         - The "pl" list (or "who", or "players") is now
           in alphabetical order (as per a User suggestion)
           and also lists the number of people in the realms
           at the top

         - fixed the monster movement messages so the spacing
           is correct.

         - worked more on the settings command so that it shows
           more information ... try "Settings"

 07/14/97
         - the settings command will now reveal whether your
           whisper reception is on or off and whether you
           are in brief or verbose mode.

         - as per a user request, a "yell" command was added
           to the game

         - added a systalk sysop command which goes to all
           players in the realms

         - you can now only "direct" to people in your room while
           as before you could do it to anyone

         - you can't whisper to people if your whisper reception
           is off

         - typing "gos" will rebuff the usage for gossip

         - typing "party" will rebuff a message "Try group".

         - You will only see "A messenger arrives with a package
           for the shopkeeper." if an item is really added to
           the inventory of the shop.

 07/11/97
         - "health" will now give you a counter of your current
           health, mana and movepoints.

         - reworked some color schemes

         - rewrote the entire inventory routine so that armor pieces
           now show up at the front of your inventory list if they
           are being worn

         - weapon "armed" is now a seperate line in your inventory

         - added the "i2" command back in and messed with the colors
           on it.  it has no ultimate functionality but to give you a
           more expanded look at your inventory

         - added multiple attack line messages for people using
           their fists during combat....  depending on your
           empty handed proficiency you will see different attack
           messages when using hands

 07/10/97
         - Fixed numerous colors and grammatical errors

         - Added more greetings from npcs when you greet them

         - Added an intro screen which you see when you enter
           the game and have more than one character to play.
           This screen allows you to view the character sheets
           of the personas you have before entering the game
           with them.  (This is also available from the
           view character menu).

 07/09/97

         - Player's with bind the spirit cast upon them will not
           lose spells when they die.

         - Fixed some formatting problems including incorrect
           word wrap and such.

         - Modified some audit trail messages

         - Ranged combat spells will now work in the same fashion
           that normal ranged weapons do in that they will insight
           the inhabitants of a room to run and attack you.

         - Fixed a problem where you couldn't order food or drink
           in a tavern without silvers.  Should make change nicely
           now.

         - Shield spells will now reduce the amount of damage
           a mage takes per blow.

         - Fixed a slight roll over problem with the cost of spell
           requesting

         - Fixed colors and formatting for "A kobold hobbles in from the"
           entry messages.

         - Monsters can now summon other monsters when they die (!!)

 07/08/97

         - "Mahleek cases out A kobold" became "Mahleek cases out a kobold"

         - "eats an ambrosia wafer" became "nibbles on an ambrosia wafer"

         - "an elder light is ..." became "The elder light is ..."

         - Fixed an integer roll over problem

 07/07/97

         - Satyr woods is now in.  Where is it?!

         - Many monsters were made more powerful.  If you're
           in the labrynth currently, please homestone and re-evaluate
           your decision to be there.

         - Added a new command called "counts".  Tells you how many
           there are of what floating around.  For example, how many
           rooms in the game, monsters, spells etc.

         - Modified the stat screen to make it a tad more readable

         - Monster attack power capability just increased
           incredibly.

         - Added bane capacity for extra dpool and ac protection
           as well as bane capacity for damage done multipliers
           (d4 vs normal creatues, d4*20 vs dragons et)

         - Added bane capacity for Instant Kill weapons.  Very nasty
           probably none against players though :> (EGRIN)

         - Modified healing spells a bit more so that the damage
           healed is a bit less for non-priests.

 07/04/97
         - Fixed a bug whereby if you had too much money in the
           bank you were unable to withdraw gold in any
           amount.  Reported by Dergar Hellsforge

 07/03/97
         - The first round of "bane" routines is now in.  There are
           now weapons which act really nasty when you use them
           against specific types of creatures (undead, dragons...
           PLAYERS)...

         - Worked more on failure/success rates and action timers
           associated with spell casting.

         - Fizzled spell now only induce half the action timer that
           successful spells cost.

         - Your profiency in the spheres of magic now have a greater
           effect on your ability to dodge magical attacks.


 07/02/97
         - We have reinstated the "timed" shield spells.


 07/01/97

         - Fixed a problem with the character sheet misreporting
           the experience points of a player.

         - "Your spirit is bound!" was added to the stat2
           screen so you know that you are protected
           through death.  This only applies to those who have
           the "bind the spirit" spell cast upon them

 06/30/97
         - Experience lost due to death has been decreased from
           twenty five percent to ten percent.

         - In preparation of a massive reworking of the money system
           in the game I've added the following currency listings
           to the main character sheet: copper pennies, silver
           shillings, gold sovereigns, electrum half groats,
           platinum groats.

         - Shops, shops, shops are done!! Finished re-writing them
           yesterday and they go into their first full scale
           testing phase today.  Shops will now track "quantity"
           of an item (and they can be depleted) and items
           now regenerate to shops at their own unique pace.
           I understand that there is an item that regenerates
           once every 22 days but that's just a rumor :-).

         - Fixed some severe memory leakage problems that had
           gone unchecked (because we were never up long enough
           for them to be a problem).
           {
           int x;
           for(x=0;x<1000;x++)
             printf("Warren is a BIGGER idiot\n");
           return;
           }

 06/28/97
         - Fixed that *STUPID- bug where you couldn't telepath
           someone who was HIDDEN or INVISIBLE.  OY!

 06/27/97
         - The 'i2' concept has been placed on hold in lieu of
           a massive re-write of how we handle shops.

         - Fixed a crash problem whereby a certain piece of armor
           was not marked as ARMOR when it should have been.

         - Fixed a problem with players not being able to set
           item reception to on and receive items.

 06/26/97

         - Added three new monster descriptors.  Can you guess what
           they are?:D

         - Fixed a memory leakage problem (growl)
           int x;
           for(x=0;x<1000;x++)
             printf("Warren is an idiot\n");
           return;

         - Fixed a small bug whereby players with item reception
           set to "ON" still couldn't receive items (grin).

         - Some of the monster descriptors now figure into their
           relative power (or lack there-of); so be careful of
           the powerful small dragon cause he's a real doosy.

         - Some monsters are now exempt from the "descriptors"
           such as feeble, weak, frustrated etc.  Sorry,
           you will no long encounter "A frustrated Mord".

         - Some new color schemes were introduced into the game.

         - Mages, priests will now get a GREAT bonus to their
           spell casting based on level.

         - Archtypicals will now get a GOOD bonus to their
           spell casting based on level.

         - Gypsies will now get an OK bonus to their spell
           casting based on level.

         - Warriors and scholars will now get KAH-KAH.

 06/24/97
         - you now gain some experience for each kill that a member
           of your logical GROUP makes (not much but you do
           learn something).

         - fixed nasty crash bug (my fault)

         - you can no longer pray on action timer

 06/23/97

         - Added two new commands "set" and "settings".  Set allows
           you to toggle (or set, if you will) two personal
           preferences: attack warnings on and item reception on.
           If you wish to be stopped from all player vs player combat
           and all combat against shopkeepers and guards
           (sort of a safety), you can "set attack on" to set your
           attack warnings on.  Conversely if you wish to employ
           player vs player combat use "set attack off" to set the
           attack warnings off.

         - Added an "alpha6" command and readjusted the rest of
           the alphas.

         - Made player level a factor in hiding.

         - You no longer have to make a successfull hiding roll
           everytime you wish to sneak.

         - Grouped players will now experience a bonus in their
           ability to hit, the quantity of damage a successful hit
           causes, their ability to avoid damage and their ability
           ability to absorb damage, proportional to the number
           of group members currently in the room.

         - Found a nasty bug which occured when timed shield spells
           were meant to expire.  Working on it.

         - Modified the naming routines for monsters so that some
           more monsters get "custom" names such as "the nasty wolf"
           and "the powerful ogre" as opposed to everything being
           the same.

         - Fixed nasty bug number sixty-eight involved with "giving"
           items to people and the system crashing right afterwards.

         - Having a high charisma now lends a SLIGHT (yes, I said
           slight) advantage while attempting prayers to the goddess

 06/20/97
         - Tightened up the range for the attribute points gained
           per level.

         - After much pain and suffering I have resolved a really nasty
           crash bug which was occuring when monsters were getting
           caught in pit traps that killed them and then attempted
           to teleport their non-existent remains to regions
           unknown.

         - Created a "tourney" mode for The Rose.  The command
           to toggle Tourney mode is "tourney".

           While in tourney mode:
           - monsters do not attack unless provoked
           - attacking monsters gives no experience points
           - monsters will not drop any items when they die
             except for gold and silver and the "quest" items
           - players will not lose experience, stats or items
             when they die
           - if you die during tourney you will receive a 30 second
             action delay but not lose anything ofcourse
           - no criminality checks are done during tourney mode so
             it's basically a free for all




 06/19/97
         - Level advancement is free until level 5.

         - Made a "pray" action.  It heals you back to full hp.. sometimes.
           Maybe yes, maybe no.... you'll have to try it and find out

         - Modified the position of the "Deaths" count on the
           player stat screen

         - All new players now begin the game with a full suit of
           animal hide leather armor, a knife as a weapon,
           a beeswax candle for light, and a juicy pear as a
           source of nourishment.

         - We now have items you may invoke which will give you
           your relative location.

         - Certain invokeable items are invokeable FOREVER and
           never run down.

         - aliased INVOKE to USE


 06/18/97

         - We now have permanent light sources, for example "glowing sword"

         - New players's prompts will only contain hitpoint and
           manapoint count until they decide to change the configuration

         - Added personal deaths to the stat screen.

 06/17/97
         - Fixed the gameinfo screen

         - All new players begin the game with a basic suit of
           armor, a basic weapon (knife) and an apple as a
           snack.

         - New Sysop command: "Showlimited" which will check the
           status of all limited items in the game including max
           quantity and number left to be distributed.

         - New Sysop comman: "whohas" searches all players in the
           game (online) and indicates if they have a specific
           item we are looking for.

         - You may now toggle your ability to receive whispers on
           or off. Example, "/on" and "/off"

         - Fixed a problem wherby all users in a group weren't getting
           the "quest flags" for certain things such as the orc
           invasion plans.

         - Shield spells are now TIMED via TIME as well as TIMED
           via DAMAGE.

 06/16/97
         - Fixed a roll over bug whereby warriors were getting super
           high proficiencies in magical defense

 06/13/97

         - Fixed a bug whereby overly overencumbered people would
           receive defense BONUSES! (cough)

         - Updated monster logging

         - Created a monster drop log

         - Modified the way we handle spell resistance for players.

 06/12/97

         - "The +1 dagger slowly fades from view." and messages of
           the sort now symbolize the equalization of limited
           items in the realms.

         - All monsters which are not hording with players (can't do
           that yet anyway) are considered to be "associated" and
           reap all benefits of group/horde association including
           being impervious to damage based storms cast by other
           monsters and being eligble to receive group healings
           casted by other monsters.

         - Fixed a problem with the limited item count being messed
           up by doors stealing keys.

 06/11/97

         - Syscure sysop command added so that sysops can
           cure a player of all disease and poison

         - Fixed the p1edit, p2edit, p3edit, syspc1, sysarmor and
           hismods commands so they will work on anyone in the game
           regardless of physical location.

 06/09/97

         - Fixed a problem with the  sysinfo screen off of the
           main menu so that it will now correctly reflect the
           proper amounts of silver, gold, apoints and devpoints

         - Added a mechanism to help prevent limited item
           miscalibration in the game.

         - Added a "sys info" screen to the main information
           menu.  All this is available from the main menu

         - Added a "sysplace" command wherby a person with the
           correct system key may conjure an item OR monster
           (grin) to any room in the game (provided it is a room)

 06/06/97

         - No revisions today (friday).  Rich (aka Gaetor) arrives
           in Kansas City and I'm going to pick him up.  Much
           revisions coming on monday (the ninth); have a good
           weekend!

 06/05/97

         - Fixed that color bleeding problem whereby your input that
           you typed would be in the color of whatever color was
           last outputted to your screen.

         - Player's max movement points will now increase each level
           in proportion to their race.

         - Fixed a small buglet which occurred (OCCASIONALY) when
           a monster would do multiple attacks on the same creature
           and the creature would die in the middle of one of those
           attacks.  Found this bug last night while showing someone
           something "Hey, watch this..." *crash*.  Sigh :/

 06/04/97

         - Added a version number to the main menu

         - Placed more error trapping on the Sysop conjure command.

         - Fixed some misc. colors

         - Added a nudge action

 06/03/97
         - Well then! Welcome back everyone!  It is June 3, 1997 and
           Runtime Computing has officially joined forces with
           Metropolis, Inc.  I (Warren of course) am now fully
           situated in the Kansas City area and becoming well
           adjusted to my new work environment.  No fixes to report
           since I last packed up my code (5/15/97) but we're
           doing pretty darn well!

 05/15/97
         - Fixed a bug whereby we were calling the "pc_death_drop"
           function on the wrong person!!  This is the function where
           we strip a dead user of his/her items.

 05/12/97
         - Imperial Patrolman or other randomly wandering creatures
           inside of town will no long get STUCK in the arenas.
           (which was a pain cause you would ring up a monster and
           six patrolman would dogpile him).

 05/08/97

         - Addressed additional dataintegrity issues concerning the
           buy, sell, discard, drop, give, get, deathdrop, wear, remove
           arm, and disarm functions.  I guess there was other things!
           (see release notes 05/03/97)

 05/05/97
         - The color of room descriptions printed to you because you
           are in verbose mode is the same as normal looking color.

 05/04/97

         - A new modification was created called "NO_MSP" which is
           placed onto a monster or npc whom we wish to ignore the
           restriction of moving through starting positions.

         - Disposition 2 creatures (guards) will now ignore terrain
           limitations and can walk everywhere, even out or into
           town.

         - Amulets, cloaks and necklaces now show up in a player's
           description if you look at them.

         - Fixed an integer roll over problem whereby if monsters dropped
           too much gold or silver you would start seeing negative
           amounts of gold and silver on the floor

         - Doors that steal items (keys or whatever) when you unlock them
           will now properly update the limited item count if the item
           is limited (for example, the shackle key)

         - Players will no longer heal AT ALL if they are diseased
           or poisoned.

         - Players will no longer heal if they are HUNGRY or THIRSTY.

 05/03/97

         - Quadruple super duper evil stealth bug found and squashed.
           Finally figured out this morning EXACTLY one of the reasons
           that my data files were not synchronizing correctly.  Not
           sure if other problems will pop up but this was definately
           reaking untold havocs upon the world.

 05/02/97

         - All items dropped during the death sequence are subject to
           a twenty five percent chance of being stolen by little
           black demons before they hit the ground.  There's a way to
           offset this, just you gotta figure that out:).

         - Over encumbered players now take combat penalties proportionate
           to the amount of over-encumberance (ever try to fight while
           carrying a piano?!)

         - The broadcast message of a player dieing has been modified
           to show first/last name

         - Fixed some attack messages

         - "get gold" will now work correctly even if your inventory is
           full while previously it would say "Sorry, you can't carry
           anymore" and you'd have to specify amount such as "get 10 gold"

         - Added a new command "sysinfo" which gives you the settings
           for the astral, gossip, whisper and direct char as well as
           tell you the current uptime for The Rose.

         - If you look at a criminal you will see "Blah is criminal!"

         - Worked more on formatting.

         - Added a cah-cah load of debugging code into the game so that
           we can track the movement of player game data through the
           game.  Want to see at what point we're losing player data.

         - Increased max inventory to 30.

 04/29/97
         - Players can no longer carry anymore than 25 items.  Fixed
           a bug where you couldn't BUY or GET (from another player)
           over the maximum items (25) but could GET it from the ground.
           This is fixed.

         - Fixed a small buglet with the listing of players in the game
           (take 2).

         - Added a game "up time" variable to the "sysinfo" listing which
           is now available to all players by typing sysinfo.

         - Fixed an <invalid pointer> message with giving players gold
           or silver.

         - Fixed a signed integer roll over problem with the high
           score list.

         - You will no longer become criminal for attacking CRIMINALS.
           So if someone hits you in town it's open season on them
           until they are no longer criminal.

         - Messed with monster colors and player colors.

 04/28/97
         - Fixed a small buglet with the listing of players in the game.

 04/27/97
         - Pain, suffering and anguish ridden, I rewrote many underlying
           routines associated with the internal caches.

         - Placed some safeguards on the "summon" Sysop command so that
           inputing a number too high will not crash it.

         - Players hitting themselves with spells (such as whip) will
           no longer become criminal.

 04/26/97

         - Added the insight ranged riot command back making it thus
           more difficult to just sit and sniper monsters at a distance.

         - Guards will now attack normal-aggressive monsters.

         - normal-aggresive monsters will now attack guards back

         - Players using empty handed combat will now do d6 per hit
           except for Scholars who will now do d10 per hit.

         - Added some actions back: bearhug, snicker, grovel, beg
           smell, chuckle, flex, ponder, giggle, grumble

         - You can no longer wind a monster or player out of an arena.

         - annoyinguser key holders will now suffer double damage
           from attacks on them by monsters

         - Fixed the infinite money bug.  Darn, did you miss that one?!

         - Fixed a movement point bug where players were losing the
           movement points of their leader or something silly.

         - Added the extended cleanup logging.

 04/25/97

         - Had to start over from a few days ago so the release notes are
           a bit messed up.  See below.

         - Harddrive broke (literally) on tuesday and have spent the last
           few days restoring things to their former glory.  Of course I
           had the code to The Rose backed up on disk, offsite, in the
           toilet tank, at my sister's house, in my new born nephew's crib
           and in printed form at the library of congress.  Unforunately,
           my most RECENT backup of the code was on my harddrive and
           due to the harddrive's death (turned it on and it went CLAK CLAK
           CLAK CLAK CLAK) I was forced to revert to my last offsite
           backup which was April 16th.  Luckly, I had not done THAT much
           coding since then being as I had been spending much of my
           time at a beta site collecting feedback.

         - Aliased the "kill" command to "k"

         - Aliased the "spells" command to "spell" for you throwbacks.

         - Fixed that invalid pointer with the "kill" command when
           issued on something not in the room.

         - Added help entry for encumbrance.

         - Added help entry for infravision.

         - Added help entry for infravision

         - Added two new keys : rose exclusion and rose annoying user.
           exclusion key keeps users (except Sysop and master key holders)
           with this key out of the game (handy!)  rose annoying user
           holders will experience all sorts of nastyness because they
           have the key.  For example, every so often they get blasted with
           an action delay of 60 seconds.

         - An entry to the FAQ about the lack of "REST" command in
           the game was added.


 04/15/97

         - Added a new Sysop command for release "tame".  It is tier 1.

         - Last names are now considered to be "families" in the
           realms.  Will be expanding on their usage a bit later.

         - Fixed silly problem with save player routine (smacking self)

         - Players may now have the same last name

         - Increased monster blocking

         - Modified the experience point algorthym

         - Added more options to the "high scores" concept
           including a seperate high score list for each race
           and for the best player killers, monster killers
           and victims.

         - Prime requisite's effect on skills has been recalibrated.
           Adjusted vs. raw will be slightly different now


 04/14/97

         - Despite the lack of release notes many things have been done.
           We have fixed a bizillion little unmentionable things.

         - Worked on colors.

         - Worked on the help screens.

         - Worked on everything.

         - Fixed a small problem with items dissapearing from player's
           inventorys which was reaking untold (well, actually told)
           havoc upon the users of Metropolis BBS.  My apologies ;-).

         - Added some more actions: comfort, pkiss (passionate kiss),
           egrin (evil grin), smirk

 03/24/97

         - Players now have are granted a FREE 100 points to their
           encumbrance by default.  Should make beginning play a slight
           bit easier.

         - Fixed a problem with people not getting monster kills for using
           magic spells.

         - Scholars now start with a slightly higher melee weaponry skill.

         - You can no longer SHOCK a money pile :P

         - The last set of edits had doubled monster hitpoints.  We found
           this to be a bit extreme so we lowered them slightly.

         - You may now combat other players in town arenas without fear
           of being hurt.

         - Players will now heal slightly faster.

 03/16/97
         - Been a long time.

         - Totally revamped the character generation process.  Players
           will now use FULL SCREEN DATA ENTRY to create a character
           that now has eye color, hair color, hair length and body
           type and last name.

         - Players will no longer be able to delete characters from
           menu and will have to enter the game to "suicide".

         - Monsters now drop a lot more money.

         - Starting gold reduced to 50 because of all the money
           dropped now.

 03/11/97
         - Added a new concept to the game: limited items.  There will
           only be a limited quantity of certain magical items.  For
           example, there will only be two Minotaur Halberds in existence
           at once, EVER.

 03/10/97
         - Started SysOp menus (Gimme a few days :P)

         - Made a bizillion little tweaks to everything.

         - Archtypicals now receive DOUBLE the development points
           per level than the other castes.

         - To  : <All Scholars>
           From: The fairness committee
           Re  : The beatings may now commence
           Body: All scholars now are proficient (reallllly proficient)
                 at empty handed combat.
                 Enjoy!

 03/08/97

         - Guilds are now configurable by level training limit.

         - Players will now possibly lose all items when dieing including
           armor and weapons.

 03/07/97

         - Squashed evil bug.

 03/06/97

         - Since training was made cheaper, we reduced starting
           gold down to 75 from 125.

         - Added a help topic: "give"

         - Finally added a "give" command.  Lets you give away
           gold and or silver but you must be level 8 or higher.

 03/05/97

         - Added a help topic: "rob"

         - Training a proficiency will now cost you PER
           development point spent.

         - Fixed a spelling error in the "bow" action.

         - Added the following actions: cough, smooch, spit

         - Warriors and priests exchanged experience tables.
           "Warriors and priests did the XP shuffle!"

         - You can now attempt to rob other players.  The command is
           "rob".  Robbing grabs silver and golds and stuff.

         - Spell casting was fixed.  Turns out no one was getting any
           spells off.

         - Toned down the blocking problem.

 03/04/97
         - Worked the entire day on traps.  Some rooms will now have
           traps in them, ranging from damage to poison, to disease
           to other things.

         - Players may now attempt to disarm traps.  Disarming a trap
           requires that you be in an adjacent room and "trap disarm north"
           or something like that.  Disarming a trap moves you straight
           into that room so if you mess up... SPRANG the trap goes off.

 03/03/97

         - You will no longer be able to attack yourself.

         - Mages will now receive a small armor class bonus based on
           their level provided that they are not wearing any type
           of armor above material type 30.

         - Mages will now find themselves able to absorb more
           damage the higher they go in level (but not as much as
           scholars).

 03/02/97
         - Scholars will now receive an armor class bonus based on
           level provided that they are not wearing any type of
           armor above material type 30 (courballi).

         - Scholars will now find themselves able to absorb more
           damage the higher they go in level

         - Development slowed to a halt as Rich and I painfully waited
           out an episode of food poisoning acquired from the italian
           food we had last night.

         - Fixed a problem with monsters WALKING out of the arenas and
           players not being able to kill them because if they attack
           anything while in town they become criminal.

 03/01/97

         - Added a new spell "minor shock" which is a reduced, simpler
           and easier to cast version of shock for mages just starting
           out who have lower stats.

         - Warriors and mages switched experience tables to make
           mage's easier to deal with.

         - Added racial maximums.  Certain races will only be able
           enhance to a certain extent in certain bodily and mental
           attributes.

         - Worked more on racial attribute adjustments, changing
           the entire set.

 02/28/97
         - Rewrote some of my databasing routines in hopes of
           a more reliable and stable working.  I think one of
           my previous ones was bad.

 02/26/97
         - Took the day off (needed it badly).  Ate a lot,
           watched a really bad movie (Iron Eagle II, G-d
           bless Lou Gossett Jr. but there's gotta be
           something better for him), napped with the cat
           for several hours (lap cat).

         - Found gp bug in the "invite" routines whereby if
           you attempted to invite a pile of silver coins to
           join your group the system would gp.  Ah, gotta
           love those bugs you can actually fix eh?


 02/25/97

         - The halfling township of Spalango was added.

         - The gypsy village was added.

         - Numerous monsters and items were added.

         - Players who do not have the required amount of light to
           to see while in a room, will take large penalties both
           offensively and defensively during combat (he he he).

         - Placed the pvp level in the range of "1" for the time
           being until I get around to fixing the "player vs player"
           on or off toggle.

         - Fixed several gender related problems where women were
           being reported as "his" or "him".  Sorry ladies...:-)

         - Greeting people will now reveal an entirely more colorful
           display (that is if they don't have something to say to
           you).

         - Player's will now have a slightly easier time getting
           spells off.

         - Hitpoints gained per level were adjusted YET AGAIN.
           You will now receive more hitpoints per level (about
           fifty percent more).

         - You may now greet all types of creatures big and small
           and they just might have something useful to say.

         - Added the concept of a sheriff's office to pay off your
           criminal fine.

         - Players attacking in town will now be labeled as criminal.

         - Finally added in the armor class and defense pool abilities
           for right ring, left ring, necklace, bracelet and amulet

         - Fixed a problem with attribute training centers not costing
           the correct amount of money.

         - Fixed a problem with shield spells not registering ANY
           armor class.

         - If you purchased an item from the shop and it required you
           to "break" a gold piece the game would incorrectly
           report "You purchase a torch for 1 gold and 84 silver".
           What it meant to say, is "You purhcase a torch for 1 gold
           and receive 84 silvers change".

         - Fixed almost-not-so-evil bug number 1.

         - Have discovered that my game is so dynamically memory
           intensive that System Sentinel (from Annex.com, Inc.)
           cannot deal with it without exploding.

 02/24/97

         - You may no longer type "a a" to attack the things in the
           room.  You must type some part of their name now.

         - Worked more on the coloring to the help commands.
           Looks much more neat than it did before with all that
           nasty RED RED RED RED :>.

         - Player's now start with 75 golds on hand and 2500 silvers
           in the bank.

         - Fixed up the "Group" command so it looked all pretty
           and stuff.

         - Backstabbing (surprise attacks) will now do even MORE
           damage but the backstab roll is adjusted by the
           difficult of your weapon.  Easier to employ weapons will
           backstab successfully more often.

         - A programming consideration has been added to work around
           an incompatibility with System Sentinel from Annex.

         - Players that attempt to attack WHILE hidden will automatically
           attempt a surprise attack (backstab!).  A successfull backstab
           will hit more often and do additional damage.

         - Each time a "hidden" player moves, he will take TWICE the
           normal movement points because he IS sneaking.

         - Each sneaking movement will require a reroll to see if you are
           still hidden.

         - Monsters that cannot "perceive" you cannot attack you.

         - Players will not be allowed to hide until their action timers
           are zero.

         - Hiding whether it is successful or unsuccessful will incur
           an action and attack delay of 5.

         - Added the "hide" and "unhide" commands.  Will expand on their
           usage in a moment.

         - Aliased "Ring gong" to "r g" finally.

         - Added the "hide" and "unhide" commands.  Will expand on their
           usage in a moment.

 02/23/97

         - I will not cause infinite loopsI will not cause infinite
           loopsI will not cause infinite loops

         - I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NULL pointer, especially not twice...
           I will not free the NU... ( sigh :I )

         - Added a Sysop pardon command.

         - Players now start with 2000 silvers in the bank extra.

         - Max food time was raised to 7200 seconds.

         - Max thirsty time was raised to 7200 seconds.

         - Stat2 will now carry information concering your current
           thirst and hunger states (in an approximate form).

         - Stat2 will now carry information pertainign to your
           criminality.

         - Fixed that "No drains" double prompt that was appearing.

         - Started working on random messages, though they may not get
           put in just yet.


 02/22/97

         - Monsters will now move about of their own will occasionally
           dependent on the roll of the dice and how they are set up.

         - Adjusted hitpoints YET AGAIN :>

         - Worked further on some underlying data handling routines.
           I believe that they were not being implemented correctly
           so I have altered them.  My preliminary testing seems to
           think that they are fine.

         - All room's cumulative light level will now be influenced
           by the cumulative light levels of the rooms adjacent to
           them.

 02/21/97

         - Player's will not be allowed to drop ANYTHING
           until level 8 to avoid the gold hoarding problem.

         - I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory before I'm done with it...
           I will not free memory...

         - Fixed a spelling error ala TiS.

         - Experience per hit was reduced overall by 50 percent.

         - Experience per hit was reduced overall by 25 percent.

         - Blocking delay has been increased to 5/5.

         - Players were receiving ENTIRELY too many hitpoints and
           that has been corrected.

         - Players were starting off with their skills too high,
           this has been fixed.

         - Fixed a bug in the random cache routine.

         - Fixed the combat messages that were displaying such things
           as <null pointer> and were formatted incorrectly.

         - Worked more on the combat colors...

         - Worked more on the spell casting colors...

 02/20/97

         - Fixed the "in the dark" prompt.

         - Players with infravision will now see "obvious" exits
           from the room when they have no light.

         - Starting gold was reduced from 75 to 50.

         - "a wise woman casts..." change to "The wise woman..."

         - Guards and other peoples in the city will now fight you.
           Previous to this, the guards didn't seem to want to attack
           you while you are were in their room.

         - Players will no longer get experience for attacking guards
           and will also no longer get a kill bonus for attacking
           the guards.

         - Squashed super evil btrieve insert error 10 on rci_mod2.dat
           bug.  Turns out I was messing up saving when it came to
           player's having light casted upon them!

         - Fixed "a wise woman greets you and says" to "The wise woman"

         - Fixed "you're" to "your" again because the change was overwritten
           previously

         - Fixed up the spell listing header so it is nice and neat and
           tells you what sphere of magic the spell is in and if you can
           use it or not...

         - Fixed the lack of rebuff in the taverns

 02/18/97
         - Worked on the cosmetics of the store list command....  it will
           now list whether you are strong enough to wield something
           and whether you are skilled enough to wield it...

         - Worked on the aesthetics of the skills command...

         - Fixed a bug where healing a monster hurt him badly...

 02/17/97

         - Monsters will now attempt to block your escape from the room.
           Your ability to escape is dependent partially on your level,
           your group's cumulative level and the monsters cumulative
           blocking ability.

         - Updated monster's ability to hit as well as added several
           new attacks for certain monsters.

         - Added some more descriptions to the database.

         - Players will not be allowed to sell back empty potion bottles,
           burnt out torches or invokeable items with 0 charges.

         - Players will now have all the restrictions of solo movement
           while in groups including movement restrictions, exit and
           specialty restrictions.  Players will now lose movement
           points as they are supposed to.

         - Players will no longer be able to follow their group into
           a room which prohibits those who have already completed a
           quest from entering.

         - Players are now limited to a maximum of 22 items in their
           inventory including armor and weapons.

         - Some items will require you to have completed a quest or
           other task before you will be able to wield them or wear them.

         - Fixed evil bug number 2!

         - Fixed evil bug!


 02/16/97
         - Shield spells will now be of less use to those who have
           higher armor classes.

         - Today we added (well, Rich added :I) 289 more rooms
           bringing out room total to roughly 1300blahblah.  Our
           releaes goal for rooms is about 2500 which we're getting
           moving on.

         - Squashed a major frickin bug today.  Just for sh$ts and
           giggles lemme describe how stupid I was.  However, this
           will only make sense to programmers.
           What's wrong with this?
           ...
           struct saved_instantiation sobj; //size 20 bytes
           struct saved_modification smod;  //size 200 bytes

           setmem(sobj,sizeof(saved_modification),0);

           (smacking self REAL hard)

         - I will not setmem areas that don't belong to me, I will
           not setmem areas that don't belong to me, I will not
           setmem areas that don't belong to me, I .....

         - Found another really stupid bug (oy!).

         - I will not cast longs to ints, I will not cast longs to
           ints, I will not cast longs to...

 02/15/97

         - Fixed a problem with monster attacks.  They weren't
           doing the correct attacks..... works now

         - The word "You're" was being used when it should have been
           "your".  I was forced to finally fix this because a user
           on my alpha system named "TiS" wouldn't shut the hell up
           about it. Thank you, waveretterZ.

         - Attribute training centers now have a cap which will force
           you to stop training after a certain point.  The idea being
           that you can only learn so much from this one master.

         - Players were not being allowed to train in skills they
           did not yet possess.  This has been fixed.  For example
           warriors may now train their vitonecrology skill.

 02/14/97

         - For some reason players whom were depositing money
           with the "Deposit all" command were getting the money
           put into the bank but were not having it deducted
           from their person.  This is fixed.

 02/13/97
         - Seemed that we had something which was corrupting
           the player data while it was in the game (a different
           set of player data than your character in the game).
           This problem CROPPED up when I moved the code from
           WG2.0 -> 6.25.  I have made some considerations for
           potential data corruption when players use the RELEASE
           NOTES and feedback editor

         - So it seemed that players who were using the "withdraw
           all" command were losing their money.  Oops!  Fixed dat.

 02/12/97

         - Added a new concept: research.  Research allows you to
           research a particular spell at the imperial study hall.
           help "research" or help "library" or help "Study hall"
           for more information

         - Worked on death more.  If you die and any of your stats
           are less than 3, you will not be reborn so be careful.

         - Fixed an oopsie with tracking the players in the game and
           the such.

         - Oops forgot to take out some debug code (fixed that).


 02/11/97

         - Added a new command to the game.  TURN.  Turning is
           an ability that all players have whereby they call
           upon the power of their deity (generic all purpose
           deity) to strike down in great anger upon an undead
           monster (skeleton, zombie etc).  If you are strong
           enough the monster will be killed outright but if
           you are not (but successfull) the monster will suffer
           an action/attack delay.  Priests have definate
           advantages to this but those with high vitonecrology
           will find that they are better at this.  You may only
           attemp this about once per minute.

         - Found an squashed a SUPER DUPER MAJOR (pun intended)
           bug!  Lets say I have two variables.  The first is called
           number_of_bolts (as in the ammunition used) and the
           second is called room_number (as in what room number
           you are in).  Apparently(!), when i was firing bolts at
           monsters, I was decrementing the room_number variable
           and NOT the number of bolts (!!!!).  Lord only knows
           what sort of HELL was been rought upon my life because
           of this.  Yipes!  SQUASHED THAT F$$KER.

         - Fixed a slight problem whereby the hint function was not
           correctly reporting hints for attribute training centers.

         - Added pawn shops to the game.  They don't sell anything
           and they only give you 10 percent of the value of an
           item but they buy ANYTHING.

         - Thirst and hunger conditions were added to the "stat2"
           body effect command

         - Hungry players will now lose 2 hp per second of hunger and
           1 mana point per second of hunger.

         - Thirsty players will now lose 2 mana per second of thirst
           and 1 hp per second of thirst.

         - Fixed a small problem with the database routines whereby
           I was performing certain routines in the wrong order.
           This may account for those random btrieve errors we were
           getting as well as the phantom gp's!

         - Invokeable items now work like potions in that they can
           heal, be antidotes etc.

         - A new effect for invokeable items has been added,
           the teleport event.

         - Fixed a problem with potions which were supposed to
           regenerate movement points.  They work now :)

         - The concept of invokeable items has been added.
           To invoke an item (may or may not be invokeable)
           you simply type "invoke [item name]"

 02/10/97

         - Typing "look [direction]" will now assume you mean to
           look one room away.

         - Looking several rooms away from yourself will no longer
           give you the room's short description line as this
           seemed to make some people think they were being "TELEPORTED"
           to that room (shrug :>).

         - Fixed a problem with the HINT function.  Thanks TiS!

         - Added a new help topic: quaff or potion

         - Elves, gnomes and dwarves are now "at home" in certain
           types of terrain and as such require less mv points to
           move through them (try help elves, gnomes, dwarves)

         - Fairfolk now begin with only 400 movement points but
           are capable of a limited flight which causes them to
           use less movement points when moving through certain
           terrains.

         - Giants now begin with 900 movement points compared to
           a previous ratio of 600mv.

         - Humans will now start with slightly higher statistics.

         - Ringing the gong in an arena will now only set you back
           by 2 seconds rather than 3.

         - Added a new command "stat2" which shows you the effects
           currently on your body including magical shields,
           infravision (temp or permanent), magical lights, invisibility
           boosts and drains...

         - Have made it slightly easier to lower the timer delays
           associated with using weapons.

         - Two new low level life spells have been added.  The
           first is health gauge which when cast upon a player allows
           that player to gauge a monster's or player's health
           percentage.  The second spell is know caste which allows
           a player to see (when looking at another) what their
           walk of life is.

         - The logon routine has been changed slightly so that it
           is more presentable.  Spelling was corrected.

         - The list of mightiest adventurers has been modified to
           say that the list is compiled upon system up which is
           the only feasible way I could think of doing it.

         - A new hint was added to the hint function which corresponds
           to the attribute training centers.

         - The hint function will now print out all hints available for
           your room.


 02/09/97

         - The idle count has been further adjusted.  Trying to find
           the right balance in my idlecountspeed ai routines.

         - Initial random placing of monsters has been toned down
           to rooms/30.  Too many damned monsters around here :).

         - Time between incremental backup of the data files has
           been increased from 10 minutes to 30 minutes.  Since things
           seem reasonably stable (except for a mishap here and there)
           I figure data is pretty safe and we won't lose much very
           often.  Players lose an average of time_between_backups
           of game time if the bbs if forced into a CATASTRO event
           of any type or into a GP of any type.

         - The game is now limited to the existence of 700
           generated monsters.  When the game boots up we have
           number of rooms/10 worth of monsters randomly generated
           into the game.  After that, every 10 minutes, we randomly
           generate rooms/120 worth of monsters.  Currently there
           are 1025 rooms (soon more :>).  At 700, we are no longer
           allowed to generate anymore monsters until that lotment
           of monsters goes down.  This is to prevent us from having
           a bizillion monsters in the game and clogging up the
           timing routines with nasties that don't ever get fought.

         - The Rose has been converted to entirely MajorBBS 6.25
           version code.  This means that more Beta boards will be
           joining us in our testing.  This also means that everything
           from this point forward will be compiled strictly under
           MajorBBS 6.25 with the idea that the version should be
           compatible with all future versions of MBBS and WG up to
           version 2.0.  Design considerations had to be made for
           this conversion including the lowering of certain variable
           buffers which were causing stack faults.  For anyone who is
           interested, MajorBBS 6.25 compiles with a stack size of
           4096 while WG 2.0 compiles with a stack size of 32,096.
           Each time you enter a function call, the function's
           variables are popped onto the stack.  This is fine, no
           problem, but if you try to pop more bytes worth of
           variables than the stack can hold we go BOOOOOOM.  You
           know this BOOM better as the infamous STACK FAULT
           error which SPEWS PharLap messages across your screen,
           forces you to reboot and sometimes says:
           "Can't find Command.com".  Right now the mail routines aren't
           done being converted (waiting on a few things) but the
           rest of the game seems to be hunky dory.

 02/08/97
         - People now start off with more gold and silver but some of it
           is on deposit at the bank for safe keeping

         - Fixed a bug whereby you could purchase a water bottle
           and it would never go empty!  Bug reported by Guenehyvar (sp?)
           at Jungle.  Thanks ;).

         - Players now begin in the guild rather than in town square
           in front of the statue of Councilor Gaetor.

         - All monsters now have custom exit and enter messages.  So,
           rather than seeing "The giant snake moves off to the east.",
           you will see, "The giant snake slithers off to the east.".

         - All monsters now have custom death messages.  So, rather than
           seeing "The BlAH falls to the ground lifeless!" for everything
           you will see a little dramatic blurb upon the monster's demise.

         - All weapons have custom attack messages.

 02/07/97
         - Added a new help topic: combat.
           Try help combat.

         - Worked on the help coloring.  Made it grey and light/dark
           reds.

         - Turns out that people were not getting back the amount of
           hitpoints per thirty seconds that they should have been
           getting.  It should have been level - 2d8 per thirty seconds
           modified by CONSTITUTION and by your natural healing
           proficiency.  However, for some reason, I had it set to
           level - 1d8.  My apologies but we have boosted it from the
           original level - 2d8 to level - 2d10.  That means that at
           level 1 you get 10 hp back per thirty seconds modified by
           con (this may modify DOWN) and modified (up only) by your
           natural healing skill.  Mind you, that this is 2d10 per LEVEL
           so at level 10 you're getting 10 - 2d10 per thirty.
           Level one average healing rate should be around 25 hp per minute
           or 250 per 10 minutes.  Enough I think.

         - Added a command called: discard.
           This command lets you discard an item from your inventory
           if you no longer want it.  (empty potion bottles forexample)

         - Added a help topic for discard.

         - Made the shock spell slightly easier to cast to help mages
           get a leg up on things.

         - Made the health of a monster and player more obvious to the
           player looking at them.  Instead of having three levels of
           viewable damage (Perfect, reasonable and near death) we now
           have 5.

         - Aliased out more of the commands, for example, you can now
           use "scan" or "sc".   Check the alpha1 list.

         - Added five new commands, they are alpha1, alpha2, alpha3,
           alpha4, and alpha5.  Also, commands1, commands2, commands3,
           commands4 and commands5 will achieve the same effect.

         - Level 1 players will no longer lose experience if they die.

         - Level 1 players will regain 50 percent of their hp after death.

         - Level 1 players will no longer lose any of their money when
           they die.

         - Fixed several minor bugs, my thanks to KTO Magic, Dominion
           and a bunch of others I can't remember from JuNgLe.NeT.

         - Fixed a problem with the cost of purchasing spells to be
           casted upon you.  Like healing spells.

         - Added a new help topic: arenas.

         - A new area has been added to the Guild.  Go check the area
           out.

         - Fixed a problem with poison/disease.

 02/06/97
         - Ran around like a chicken without a head. Ack.

         - More work on the timing problem.  Apparently what I
           was doing wasn't cutting it.  Ok, not a problem.

         - In response to the timing problem, I have written an
           AI routine which watches the system loading and
           processes the timing routines at intervals proportionate
           to system loading.  We'll see how that works.

         - Added two new commands: map1 and map2.  Check them out

 02/05/97

         - Fixed a debug command for scanning astral channels.

         - I believe we have fixed the problem with time delays.
           Going to be testing that fix out soon on some loaded
           down systems.  Thanks for the patience.

         - Changed the suicide me now please command back to just plain
           ole "suicide".

         - I believe I have fixed the problem with the automatic
           email feedback forum.

 02/04/97

         - Fixed a mistake on my part.  Fist, hand to hand attack delay
           should have been 3 and not 5.

         - Fixed a problem with light levels.  Keeps cropping up but
           I hope that it is fixed now :).  Thanks Falcon! You da man!

         - Further modified quest point requirements.  Make sure to
           check out the quest corridors.

         - Fixed a GP bug occuring when people used the QUAFF command.

         - Fixed a problem where stores weren't buying anything back
           from you.

 02/02/97
         - Looking at a pile of silver or gold will now give you a
           rebuff as opposed to nothing.

         - We have had numerous crashes and catastro errors in the last
           day and I am working dilligently to figure out what is
           wrong. (Newsflash: see below)

         - Worked a bit on colors.

         - Worked a bit on grammar.

         - Found and squashed a bug which was reeking HAVOC on the
           system.  Many thanks to Animal for helping me out with
           this EVIL EVIL bug.  Unfortunately, this bug has rendered
           the player data unreliable.  This means a char reset, sorry.

         - Fixed a bug whereby monsters thought that you were still in
           the room after you suicided.  My thanks to TiS for crashing
           the bbs to make this point to me.

         - Fixed a boo-boo where stores weren't buying anything back :).

         - Turns out I was spelling metallurgy, encumberance and
           weaponary wrong.  My thanks to the user FunkandWagnal.
           By the way, is anal retentive spelled with a hyphen?


 02/01/97
         - Well, certainly it has been several days since we have
           written to the wonderful release note log.  Much has
           happened in the last few days.  Read further.

         - Last night I watched a movie called "Four Rooms" produced
           by Quentin Tarantino and several other wonderful producers.
           It starred Tim Roth.  Awesome movie.

         - Many areas have been added to the game.  We have added well
           over 500 rooms and a corresponding amount of monsters and
           items.

         - Quests have been added to the game.

         - We have made scholars a more viable class.  They learn many
           skills much faster and we have expanded the concept of scholar
           to be more akin to the concept of a "monk" as it pertains
           to the martial arts area.

         - You may now bash doors (if you find any).  Bashing success
           is based on your strength and the strength of the door.
           Unsuccessful bashes will causes bodily harm. An unsuccessfull
           bash that lowers you to 1 hitpoint will not kill you but
           will stun you (action delay) for 30 seconds.

         - We fixed a bug whereby if players died with items that were
           lit it threw their light count off.  Thanks to Animal for
           showing this to us.

         - You may now attempt to pick the lock on a door.  Success in
           locking is proportional to your thieving abilities (of which
           you may or may not have an appreciable value of).

         - Fixed a bug whereby players were getting MAULED by creatures in
           the game.  My own dumb mistake... sowwy :<

         - Some doors will now steal the key from you when you unlock
           them.  Disposable, throw-away, one-shot copper telearena key
           style action.

         - Players will now heal at a faster rate proportional to their
           level and DIRECTLY influenced by their level of proficiency
           in the skill of natural healing.

         - Your level of proficiency in herpitology (only scholars begin
           with this skill) will become quite instrumental in a
           successful encounter with dragonkind.  It will now help you
           score CRITICAL hits on dragons where your offensive pool is
           increased.

         - Your level of proficiency in herpitology (only scholars begin
           with this skill) will become quite instrumental in a
           successful encounter with dragonkind.  It will now help you
           by INCREASING your defense pool on occasion based on your
           skill level.

         - Your level of proficiency in vitonecrology will become quite
           instrumental in a successfull encounter with the undead.  It
           will now help you score CRITICAL hits on undead where your
           offensive pool is increased.

         - Your level of proficiency in vitonecrology will become quite
           instrumental in a successful encounter with the undead.
           It will now help you by INCREASING your defense pool on
           occasion based on your skill level.


 01/28/97
         - Monsters now have the ability to be flagged as having a
           variable resistance to certain forms of attack as well as
           being able to take EXTRA damage from certain forms of attacks.
           The dragon welps for example will be flagged as 100percent
           resistant to fire/heat based attacks.

         - Fixed a MAJOR (no pun intended) bug concerning the usage of
           cloaks.  Apparently you were ABLE TO drop a cloak-type item
           EVEN if it was worn.  You would still retain the armor class
           of the cloaked item so long as the cloak existed in the
           realms.  BUT the moment the cloak LEFT the realms (i.e. someone
           takes it and runs off and exits the game) and we tried to
           access information about it, then BOOM.  This may be responsible
           for many gp's in the last few days.

 01/27/97
         - Went to bed last night 1:40am, woke at 11:30am.  Sometimes
           your body just DEMANDS rest from you.  Anyway, I feel
           pretty damned rested.

         - Fixed a gp error in the routines that initiliaze the random
           monster generator.  Gaetor will be happy to hear about this.

         - Monsters will no longer be allowed into Imperial City without
           a pass... nono, they will no longer wander into the city.
           Apparently monsters were following players into imperial city
           which is a big nono.  The other day I was walking down
           Southern Ave and a troll was there!  Oy, look there goes
           the neighborhood.

 01/26/97
         - Your skill in the usage of armor will now directly affect your
           armor class rating.  Each piece of armor has a difficulty
           rating associated with it.  If your skill is less than the
           difficulty rating of the armor your armor class rating will
           suffer slightly (or majorly depending on what piece of
           armor you are wearing!).

         - Added a new line to the "ep" command.  It will now tell you
           approximately how much silver it will cost you to train
           to the next level.

         - Promotion cost will now be affected by raw charisma factor.
           This can work FOR or AGAINST you meaning it may cost more
           or it may cost less.

         - After you promote you will be informed of how much silver it
           has costed you.

         - My thanks to Animal for pointing out a bug with the banks and
           the deposit and withdraw of funds.

         - My thanks to TiS for pointing out that players should not
           be allowed to look in a direction zero rooms away.

         - Encumberance will now play a BIG factor in your movement.
           For each point over max encumberance you have you will lose
           one extra movement point each time you move.  If you are 100
           points over max encumberance and you move, you will lose an
           additional 100 movement points.  As you can see, being over
           encumbered quickly tires you out.

 01/25/97
         - Fixed a bug whereby we were receiving the infamous
           <invalid pointer> message when purchasing attribute
           enhancement.

         - Fixed a bug associated with looking too many rooms in a
           particular direction.  My thanks to the guy who was attempting
           to look 1,000,000 rooms to the north.

         - Added something new to the "attinfo" and "inquire" commands.
           They will now display the amount of money in silvers required
           to train.

         - Added something new to the rebuff for when you train a
           proficiency or enhance an attribute.  It will now tell you how
           much money, in silvers, you spent.

         - Fixed a problem with training and attribute centers not reporting
           the correct amount of points needed to enhance or train.

         - Fixed a problem with light sources.  It turns out I had created
           the ultimate, everlasting light sources.  OY!

         - Fixed a small problem whereby people's light levels were all
           messed up.

         - Wanted to note that although you do not see many surface
           changes you should not think that nothing is being accomplished.
           Many of the changes made in the last few days are internal
           and although not documented here are well documented in
           the release notes sent to Rich.

         - Fixed a million little tweakie things that needed fixin'.

 01/24/97
         - As you can see, I skipped a day.  Doesn't happen too often, eh?
           Truth be known I was in the city with Rich for several hours
           and then at a friends house getting some artwork and ad
           production done.  After that I had a date.  Sorry, as much
           as I love this game, women win :).

         - I modified the base percentage chance for monsters to hit by
           about 20 points (hitbase from 60 -> 40).  This should make
           the monsters hit that much more often.  As it stands now
           they don't seem to hit often enough, but thats changing.

         - Rich is re-doing some of the stores in Imperial city
           because we are making available to many things, too early on.
           Ball of flame is gone as well as high level armors.  You'll
           have to search for them.

         - Fixed a problem with the messages printed to observers as
           a result of direct attack melee combat spells such as
           shock and lifestrike.

         - Adjusted the hitbase from 40 to 50.  Basically I went in, got
           mauled and decided i better calm down.

 01/22/97
         - Worked further on the colors.  Starting to look good.
           Have you checked out the "myarmor" command lately?

         - Further added questing capabilities for Rich to player
           with.

         - Worked on "doors".  Doors now show up as a seperate status
           line on your prompt, as oppose to being incorporated with
           your "exits here" line.

         - Fixed a bug with water/food containeres seemingly regenerating
           their contents.

 01/21/97
         - Added the ability for Rich to create quests.  Should be
           interesting to see what he comes up with eh?!

         - .dll size has risen to over 800k!!  That HAS to be 200k of
           developer only functions.  We shall see!

         - Fixed a problem with shops charging well over 56million
           silvers for items which should normally only cost well
           under 56 million silvers.

         - Fixed several problems with learning spells.  Heh. Thanks to Falcon.

         - Learning spells will now subtract the correct of amount of silver
           and/or gold from players.  Those of you who knew about this but
           wanted to keep the freeride, the paaaaaarrrrrrtyyyyys over!

 01/20/97
         - Fixed some minor stuff.

 01/19/97
         - Gave Rich the ability to key off certain rooms so that you must
           do something first, or acquire something before entering the
           room.

         - Players will not be allowed to drop items, gold, or anything
           until level 5 now.  This is done PURELY to prevent people from
           hording gold by creating a character, playing to level 3 then
           suiciding but dropping money first.

         - Error on my part, cloaks are now COMPLETELY included into
           the calculations of your defensive capabilities.

         - Action and attack delays are now modified (down, only) by
           two of your bodily attributes (which ones? who knows :) )...
           It is possible, at the SUPER BEST, to get your action/attack
           delays modified DOWN by 60percent.

         - Players now start off with TWICE as many hitpoints as they
           did previously.  They will also gain twice as many per level
           as they did previously.  This is in preparation for
           a weapon and monster recalibration that Gaetor is performing.
           When he is done, weapons will hit more often, and for more
           damage, but monsters will have more hitpoints and will also
           hit for more damage.  This is done to keep the game interesting
           and exciting and to avoid sitting in the arena and NEVER
           getting hit, or to avoid the "He's not hitting me, but i can
           kill him with my shortsword in 20 minutes" syndrome.  Weapons
           will also be more powerful (so will monsters).

         - Important!  After much turmoil, I have tracked down and
           eliminated that "bug" which was being caused by torches,
           and light sources and things like that.  I believe this bug
           has been the source of MANY MANY MANY MANY problems.

 01/18/97
         - Fixed a STUPID problem with the random monster initialization.

         - Movement points are now regained at the speed of 10 per
           second as previously done.

 01/17/97
         - The cloak as an armor piece as been added to the game.

         - Fixed a small problem with poison when it kills you, killing
           the bbs as well.

         - Fixed a small problem with the messages printed out when casting
           spells

         - Fixed a problem with Falcon becoming the Orc God.  Rich
           remembers this problem.

         - Fixed a problem where disposition 0, and disposition 2 creatures
           were not defending themselves when attacked!

         - Certain monsters will move freely, without movement point
           restrictions on certain terrain types.

         - Prototype for the main menu has gone up.  Tell me what you think.

 01/16/97
         - Fixed a bug where the "player is eating beef jerky" showed up
           incorrectly.

         - Fixed a bug where it was "A Elder light" and not "An Elder light"

         - Potentially fixed a problem where light sources were causing
           general protection faults.

         - Randomly generated monsters are here!

         - Fixed a catastro-bug which occured when ANY monster was
           moving and mars was not in line with jupiter.  My thanks
           to Animal for catastroing *that- one :).

         - Fixed a minor bug with the prompt and the use of infravision
           to see the undead (hence, the reason why the skeleton was
           messing things up).  My thanks to Gaetor and Animal for
           pointing this out.

         - Stores will now purchase items back at 1/3 of their raw
           value as opposed to 1/3 of the value adjusted by charisma.
           (this is the adjustment we spoke of gaetor).

         - Made it approximately 10 percent EASIER to cast magic spells.

 01/15/97
         - Gaetor has added food, water and light sources to the game.
           These may be found at Imperial Sundries and Equipment in
           Imperial Square.  Now, go explore.

         - Players are now given mana each time they promote their
           characters to the next level.  Previously, we had no mana
           up because Gaetor forgot to give me the charts so yell at him
           next time you see him. :)

         - Fixed the high score sheet, more or less.  It is now rougly
           formatted correctly and just needs some colorizing.

         - Monsters will now track movement points of their own.  They
           also regain movement points at 5 per second.

         - Fixed a bug where falcon was attacking himself!

 01/14/97
         - Added three new types of food and three new types of
           drink at the taverns.  You don't buy them specifically
           per se but when you order a meal you will get one of
           them.  Check it out!

         - Fixed a bug involving the "get_walk" command which attempted
           to find the walk of life of a monster, which of course is
           no good.  My sincerest apologies to Daylight for being the
           crash victim of this 8).

         - Colors, colors, we have COLORS!  Not too many, but it's happening
           and stop laughing because I never said I was able to mix
           colors well.  Atleast there is some gradation.

         - As per TiS's note, the inventory is fixed.  It seems if you didn't
           have any actual items it wasn't even displaying ammo or
           money.

         - My extreme thanks to the user DayLight for pointing out a bug
           whereby if you created two characters and suicided one of them
           then the other would show up in the room of the deceased one.
           THANK YOU FINALLY!!!!!

         - Fixed a bug whereby 1 silver coins was falling to the ground
           lifeless along with the kobold :I.  Thanks to TiS and Falcon.

         - Fixed a bug whereby the system was crashing because it couldn't
           find a certain monster in the instantiation tree after it's
           death.  (This is the solve to the problem you mailed me
           about Gaetor.).

         - Fixed a bug with eating/drinking food and water containers.

         - Fixed a bug with the attribute training center tweak.  Tweaking
           the trainer-id will now actually tweak the trainer-id and not
           the mod-needed field. :I

         - Fixed a bug in the stores where selling and buying were reporting
           incorrect amounts of money (though the correct amount was
           deducted) and also the game reported selling things that you
           actually were not selling.  Icky!!!

         - Fixed a bug with manipulating items in general.

 01/13/97
         - Upon creation of a character, you will now receive an amount
           of mana points dependent upon your walk of life and
           certain attributes.

         - There is now a way to raise your max mana, but you'll have to
           figure it out :).

         - Fixed a bug involving looking in a direction, a number of steps.
           It was not correctly reporting the number of monsters and/or
           players.  My thanks to Falcon for pointing this out to me.

         - As per Gaetor's request, added a command called "canfly" which
           will flag monsters are flying creatures and thus ignoring
           movement costs.  Command syntax: canfly [monster pid]

         - As per Gaetor's request, added a command called "isundead" which
           will flag monsters as undead creatures and thus they will
           not show up with infravision (unless proper light levels are
           present of course).  Command syntax: isundead [monster pid].

         - As per Gaetor's request, added a command called "is_magical"
           which will flag an item as magical.
           Command syntax: ismagical [item pid]

         - As per Gaetor's request, added a command called "needsmagical"
           which will flag a monster as requiring a magical weapon to
           be hurt through normal combat.
           Command syntax: needsmagical [monster pid]

         - Fixed a bug, whereby get_attackbonus was not returning
           anything! How odd, that I did not look at it sooner.

         - As per Gaetor's request, I have added the ability to
           designate monsters as "indigious" to certain terrain types
           or to make them "holms".
           The commands are as follows:
                        forestholm [monster pid]
                        mountainholm [monster pid]
                        swampholm [monster pid]
                        subterrainholm [monster pid]
                        townholm [monster pid]
                        jungleholm [monster pid]
                        desertholm [monster pid]
           As of this moment, these don't have any bearing on monsters
           movement points but they will soon.

         - Certain monsters will be designated as requiring magical
           weapons to be struck.  These monsters will be unaffected by
           fists or any other hand weapon which is non-magical.

         - You order drink or order meal multiple times in a tavern
           up until you run out of money or your food/water timer has
           hit 1.5 hours of satiation/thirst-quench

 01/12/97

         - Added a "tweakranged" command.  Allows you to tweak the
           ranged attack variables of any of a monsters 1-3 attacks.
           Still have to add a way to tweak the "description" lines
           of the same mods.

         - Updated the Developer/Debug/Sysop command list *finally- (was
           about time, eh Rich?).

         - Updated the player commands list.

         - Player command list, in XLS format and in ascii format
           is now available in the "therose" library here.

         - Updated the spell ID sheet.

         - Monsters will now attempt to track players instantaneously
           so don't upset the guards. >:)

         - Converted monsters to account for the random class variable.

         - Converted rooms to account for the random class variable.

         - You will no longer be able to pick up an item or gold/silver
           from the floor if there is a monster in the room aggressing.

         - Added 8 types of poison.
           P.S. don't fight the giant scorpion

         - Added many spells and special attacks for monsters.  Beware
           of the manticore spikes.

         - Monsters are now capable of healing themselves.

         - Players will remain criminal for longer periods of time than
           before.  Players will incur larger fines for criminal
           activities than before.

         - Casting of area affect spells will be just a tad more difficult
           than they were before.

         - My heartfelt thanks to TiS for crashing the bbs by attempting
           to "expel gae" from his group.  Bug has been fixed. :*

         - G'head. G'head and attack the wise woman. >:>

         - Monsters from this point forth DO have poisons and diseases in
           their arsenal.

         - Fixed a bug involving the learning of spells which your
           adjusted skill was not supposed to let you learn

         - The three second scan/engage window has been shortened to
           one second which means that monsters will attempt to find
           a valid target every one second.  You will have an average
           time of approximately .5 seconds in a room before attacked.

         - Players will now need to fullfill a STRENGTH requirement
           in order to wield weapons.

         - My thanks again to TiS for exploiting a bug and crashing
           the board.  You da'man.

         - Certain NPC's have been flagged as "exempt" from giving players
           experience points for attacking them.  Among them is
           Imperial Guards, Priestesses and the wise woman.

         - Guards will no longer instantaneously appear when you attack
           a good citizen on sanctuary (type 0) ground.

         - You can no longer look in any direction, at any monster, or
           at any player or ANYTHING, if you do not have the proper
           light level.  Infravision will only show you the presence
           of things but will not let you look at it and gleen
           a description.

         - First criminal offense will now cost you 30 minutes of
           criminal status.  In this time, you may not do anything
           within the town limits because the townsfolk will not let
           you.

         - Disposition will now work as follows:
           0 - will not attack ANYONE unless provoked, then they will
               defend themselves
           1 - will attack anyone, anytime, anywhere on sight.
           2 - guard disposition; will aggress against only those players
               who have criminal status.

         - Fixed a bug involving scanning a direction.  Previously you
           were able to scan a direction even if your current room was
           too dark to see in.  Now you must have enough light.

         - Light will now function correctly if it is dropped upon
           the floor or held by other players.

         - Casting damage spells against guards will now cause you to
           become criminal. (For reference, guards are any creature
           with disposition 2).

         - Criminals will no longer be allowed to compete in the
           arena.

 01/11/97
         - Fixed a problem with the make_starting_position command.
           "I will NOT free the same memory location more than once..."
           "I will NOT free the same memory location more than once..."
           "I will NOT free the same memory location more than once..."
           "I will NOT......" (cough)

         - Fixed a problem with the make_room command not returning
           the next pid number correctly.

         - Certain monsters now have the ability to poison or disease you.
           Am waiting on Rich (coming tommorow) to enter the data so that
           this concept will go live into the game.

         - Certain monsters now have the ability to paralyze you which
           effectively adds to your action timer up a certain amount.

         - There are now "classes" of poison and disease.  Examples of
           classes of disease and poison are "generic poison",
           "scorpion poison", "rat poison".

         - As per Gaetor's request, three messages have been associated
           with each monster's ranged attack(s).  For example:
             1 - [monster name] fires his bow [to the north].
             2 - An arrow flies through the room [northward].
             3 - An arrow flies in [from the south] [striking]
                  [you] [for 23 damage]!
                  An arrow flies in [from the south] [missing]
                  [you by an inch]!
                  An arrow flies in [from the south] [striking]
                  [warren].
                  An arrow flies in [from the south] [missing]
                  [warren].
           The third message line performs four duties for the
           ranged attack.  Messges in []'s are computer generated
           based on the attack success/failure.

         - Modified the "cranged" command to accomidate the extra
           message lines.

         - Created the "checkranged" command to check the ranged attacks
           of a pid/monster.  Usage: checkranged [pid #] [ranged attack num]

         - Movement points will now be regained at the rate of 5 per second
           where previously they were regained at 10 per second.

         - Starting movement points have been reduced to 600.

         - Shops will now only purchase those things which they normally
           stock.  There may be exceptions in the future but this stands
           for now.  Exception may be something to the effect of a pawn
           shop.

         - As per Gaetor's request a quick command was programmed to allow
           him to create passages with one simple command.  The command
           is "mp" and the format is:  mp [direction] [room]
           It doesn't confirm however it will make sure the parameters
           are correct

         - As per Gaetor's request, the sysmon2 command when toggled "on"
           will now print the sysmon information to the channel of the
           last user to toggle it on.

         - Ok, Rich, I took out the room numbering on the prompt (only
           sysops were seeing it) because you didn't like the way it
           looked.  Now you want it back, ok what is a father to do.
           It's back but you bettah not say anything about it now :>.

         - As per Gaetor's request, the ability to "hide" exits from
           the prompt (so they don't show up on the prompt line) has
           been created.  The command is "phide" (passage hide) and the
           usage is "phide [direction in format n, or north]".  There
           is no way to tweak this.  To rid yourself of this modification
           you will need to use stripmod.

         - Routines to hide "hidden" exits from people on the prompt
           line are now active.
01/10/97
         - Fixed a problem with arena's not having their total max
           monster variable saved correctly.

         - Added a tavern modification to the Coat of Arms tavern in
           the town (just northeast of the Gaetor statue).

         - Figured out why no one was ever getting thirsty or hungry.
           Fixed that problem.

         - Players using empty handed combat will now experience only
           a delay of 3 / 3.

         - Modified some variables associated with empty handed combat.

         - Fixed a problem with the bonuses that players were supposed to
           be receiving for combat based on level and walk of life.
           Because of rounding off errors, no one was receiving a bonus
           until level 3.

         - Aliased the command "cast" to "c"... clapclapclap

         - Adjusted martial_arts/empty_handed combat slightly

         - Had to fix the combat algorthym for using hands in combat
           because I wasn't giving the offensive pool based on your
           empty hand prof, but I was giving a straight 2.

         - Let's just say that if you don't divide a certain number
           by ten where it's supposed to be divided by ten, then it's
           possible to hit someone with your fists 25 times:).

         - Fixed a problem with the "check monster" command.

         - Monster skill differentials will no longer be less then
           zero.  Sd over 100 is a true number, not a negative.

         - Players will now receive twice the amount of hp per level
           raise as they than they did before.

         - Players will now receive twice the starting hp compared
           to previous levels.

01/09/97
         - Added a makeweaponlog command for Gaetor.

         - Fixed a problem with using light spell and using any light
           source as not providing you with the light that it says it
           does.

         - The duration of the light spell is now equal to your sphere
           rating divided by 4 times 60 seconds.  Previously it was
           (level)d(prof level of the sphere) which made it almost
           useless.

         - Players now gain movement points back at the rate of 10
           points per second.  The movement point cost for town streets
           is 10.

         - Gaetor dropped off new files.  New files contain the new
           and improved, recalibrated monsters.  You will find these
           monsters much more difficult to beat.

         - A practical limit has been set on how many monsters you may
           summon into an arena now.  This limit is configurable and
           possibly distinct for each arena.  Certain arenas only have
           a small combat area (theoretically) and you'll only be able
           to ring in 1 or 2 monsters.  Other arenas are huge and you will
           be allowed to ring in several or more.

         - Worked more on altering body stats.  You may NOT alter a body
           stat that is already altered.  This means that if a person has
           a drained strength, you may not cast a new drained strength
           upon him and you may not cast a strength boost upon him.  I
           figure one either way should be fine.

         - Note, you cannot train your proficiencies or attributes while
           they are boosted or drained.

         - Restoration may be obtained from any of the many temple's
           priestesses by the spell "restore".

         - The mechanisms for poison and disease have been added.
           There is not just yet any way to get poisoned or diseased
           but be happy.  We have several types of that sap
           stats, movement points, or hitpoints.  The hits you every
           so often, doing a random amount of damage or stat drain.

         - Found out that I had change the statline to display your
           MAX movement and MAX hitpoints.  It was fixed and now
           displays your current movement and current hitpoints.

         - Added a new help topic: "enhance".

         - Added a new command called "combat" which shows you quickly
           what your combat oriented proficiencies look like.

         - Fixed a problem whereby if you casted a shielding spell on
           someone and it affected them, it would say it was RESISTED.

         - Player's will no longer resist the affects of healing spells.

01/08/97
         - Up at 7am working; a new developer only command called
           "sysmove" which transports a player across time and space to
           a new location.  Will be an immense help in the debugging and
           game testing process.

         - You can now purchase ammo for your slings, crossbows and
           bows.  Ammo comes in several flavors including arrows, sling
           stones, bolts and blow darts.  Ammo weight is neglibile right
           now.  Your ammo is stored as an internal count and may be
           found as a part of your inventory.

         - Modified the inventory function in several ways:
            - gold and silver are now displayed neatly on one line
            - your ammo counts are displayed
            - that damned extra comma at the end of the inventory which
              was annoying the hell out of everyone (especially TiS) is
              now gone forever (clap)

         - Fixed a problem with the prompt.  It seems that if there was
           nothing but silver or gold on the ground, that you wouldn't
           see them.  The moment any other item was on the ground with them
           they all of a sudden showed up.  Fixed dat.

         - Monsters will now regenerate in certain spots if killed.
           All shopkeepers will regenerate.  The regeneration cycles
           about every 300 seconds or so.

         - Fixed the prompting system yet again.  It will now reflect your
           ability to see things in the room.  If you have infravision you
           can see anything that is living whether it's invisible or
           hidden.  The prompt will entirely reflect what you can and
           cannot see with regards to the rooms light level and your
           current light level.  Still gotta colorize that mother though.
           (this took me several hours :I )

         - Added a developer debug command called "hideme"
           which toggles whether or not you are hidden in the room.

         - From now on, if you are hungry you will not regenerate hitpoints
           at the normal interval and if you are thirsty you will not
           regenerate mana points.

         - When you type "spells" to see your spellbook you will now see
           which spheres of magic you are proficient in as well as
           what your current, adjusted sphere rating in them is.

         - Monsters are now constrained to moving about on the terrain
           types which they are allowed to move about on.  Monsters may
           move to rooms of up to two different terrain types as specified
           in their ncp modification.  This does not however prevent them
           from firing ranged weapons at you if you are on a terrain type
           that they cannot get to.

         - Added a developer debug command called "sysarmor"
           which will check the armor/weapons configuration of a player,
           his dpool, his opool and inventory.

         - (Developer only) Added a developer debug command called "syspc1"
           which will check the character sheet of a player who is online
           and in the same room.

         - Attribute training centers have been added to the realms.
           Good luck in finding them :).  The command to check if you are
           in an attribute training center is "attinfo".  This will tell
           you what is trained here.  The cost for training attributes is
           attribute point per 1 point stat raise.

         - All monsters were recalibrated so they present some challenge
           to those of us not lucky enough to have lightning spell

         - Many new monsters were added, though you won't see many of them
           until the Forest gets put in.

         - Monster's magical defense adjusted to a reasonable level for
           what they are (was too high before).

         - When determining your attack-bonus due to level... instead of
           giving you a modified times your level, we give you a modifier
           times your level divided by 3, so:
           bonus = level/3 - modifier...

         - Weapon skill differential is no longer divided by three.
           If you have no idea what that means then you don't need to
           know *8).

         - Fixed the calculation of spell skill differential where I was
           using the spells_sphere_rating rather then the spells_difficulty
           rating.... doh!

         - Wrote the converters to convert npc1 to the new format.
           Wrote the converters to convert arena to the new format.

         - Npcs hitadjust is now stored as a long value, had no ints left.
           Npc's hitadjust no longer can be negative and will only reflect
           possitive adjustments to their runtime (no pun intended)
           hitpoints.

         - Arenas now have a "max monster's that can appear" configurable
           value.  A new tweak field for that is "4".  Modified the arena
           maker as appropriate.

         - Players will now lose movement points for each movement that
           they make from their present room.

         - Players will now regenerate movement points at the rate of
           one per second soon to be modified by undetermined factors.

         - Players now start with 250 movement points.

         - Monsters will move onto any terrain type that their tamer
           does.  Of course you have to convince them to be in your
           horde, which isn't in the game exactly just yet.

         - Attacking any creature who normally would let you pass
           without attacking will insight all creatures in the room
           to riot against you!

         - Any creature under your control will defend you to the death
           against any creature/player that would attack you

         - Fixed a problem with looking in a direction.  It turns out
           that if you specify a distance greater then 50 it would lock
           the system.  I.e. look west 90.  My thanks to Falcon and
           Zirco for trying to look west 343 rooms away :).

         - Fixed a problem with monster attacks.  The flurry function
           whereby a monster users all it's special attacks on you
           (i.e. tail, bite, breath claw).. had a problem, i moved
           a curly brace and it works now (ugh!).

01/07/97
         - No changes made today.  After several 12 hour days Warren took
           the day off, went shopping and gorged his belly with slag from
           a local Sizzler (naaaaaaazzzzzztttttyyyyyy).
           (yawn....)
01/06/97
         - Aliased the following commands (cheer!!)
           look -> l
           get  -> g
           drop -> dr

         - Altered the "Halls of achievement and Disgrace" so that it now
           displays the top player's experience points but NO LONGER
           displays their walk of life, as this is secretive and not
           obvious (can you tell that someone is a brain surgeon by
           looking at them?!).

         - Fixed the release notes, as they previously indicated that
           a temporal anomaly existed in my office and we were all back
           in January of 1996. >:)  (Takes me a week to get used to the
           year change, so you can imagine what happens when we're in
           2000!)

         - Added three new help topics: welcome1, welcome2, and welcome3

         - Players in the game will now be notified when you leave the
           game via a normal exit, or a suicide induced exit.

         - Fixed a problem with the "look [direction] [distance]" command
           where it was displaying the wrong room.

         - Anyone attempting to do empty handed combat while wearing
           anything stronger then studded leather armor, will incur
           a strong penalty on all combat attack rolls (did you ever
           try to do a spinning back kick in full plate mail?!)

         - Monsters weren't attacking! Fixed that though.  They had to be
           placed on their own system-task routine in order to get the
           timing right. Oh well, heh.

         - Left some debug code in that was spamming the hard drive but
           I fixed that.

         - Monsters were dropping ENTIRELY too much gold and silver
           but I fixed that :>

         - Added the ability to customize your prompt!  You may now
           choose from any combination of five things to display
           each time you hit enter for reprompt.  You may display any
           combination of them, or none at all.  Type "help prompt"
           for more information.

         - Modified further the prompt whereby you will not see the lines
           "items here" etcetc unless their are things to warrant them
           being there. Helps improve readability! Check it out!

         - My thanks to userid: Daylight for pointing out to me that
           by combining a class and walk that are inherently weak in one
           area you could cause a rollover (or rollback in this case)
           resulting in a really HIGH stat number.  For example, a really
           ugly giant would somehow wind up with a -3 comeliness except
           -3 when placed into an unsigned char value would give you a
           253... it's fixed though.

         - User's will now begin to exhibit hunger and thirst pains.

         - The following help topics were added: melee weaponary,
           empty hand combat, bowman, armor usage, defensive dodge
           magical defense, sphere of life, sphere of forces
           sphere of body, sphere of alchemy, herpitology.  To access
           them simply type "help [topic]".

01/05/97
         - Ringing the gong in the great arena will now delay your action
           and attack ratio for 5 seconds.  Keeps people from ringing up
           so many monsters at once.

         - Players now start with significantly less gold and silver.

         - Player's base, unadjusted ability to successfully connect with
           a melee or ranged weapon will now increase with level.  Fighters
           will benefit the most from this, mages the least

         - Fixed a problem with the "lastpid" developer command.  Hrm.

         - Toned done spell casting slightly so that you will fizzle more
           often.

         - Monster's health will now regenerate at a rate proportional to
           their hitpoints.

         - Some monsters will now drop items upon their demise.  The dropping
           is randomly done (for example, Orc drops shortsword ~6 percent
           of the time).

         - You will now see all "death dropped" items and "death dropped"
           silver and gold...

         - Players will no longer automatically drop their silver, gold,
           or items upon death until they have reached level 3.  Instead
           players will hang on to half of their gold and half of their
           silver beyond rebirth.

         - Players will no longer be able to drop any items, silver or gold
           until they have achieved level 3.

         - Almost all spells considered offensive, when cast on npc's will
           now solicit a violent reaction from the npc.  Go ahead guys,
           cast shock on the priestess again :>.

         - Anyone attacking inside of shops, temples or other designated
           safety areas will automatically be labeled a thief and
           criminal and will be treated as such.  All criminals will not
           be able to promote, learn spells, buy items or develop their
           proficiencies until their name has been cleared.  The only
           thing that clears your name is time.  Your first offense makes
           you criminal for 10 minutes.  All offenses after that make you
           criminal for an extra 30 seconds or so...

         - Added two new actions: rofl and cheer.   Try them out :)

         - Ringing the gong in the great arena will now delay your action
           and attack ratio for 3 seconds, not 5.

         - No, no, NO! You *cannot- divide by zero. :I

01/04/97
         - You will now suffer when you die.  Death incurs a lose of
           15 percent of your experience points.  Death also incurs
           a lose of 1-4 constitution points and 1-4 points of a
           randomly chosen stat (may be con as well!).  Remember that
           at some point soon you'll be able to train your attributes.
           If any of your stats get to 0, I would suggest restarting >:)

         - Players casting area affect damage spells will no longer
           receive kill bonuses for the monsters that they kill.  For
           example, killing 3 kobolds with one lightning bolt used to
           give 92 experience.  Now it gives about 30.  My thanks
           to Iron Talon for gaining levels too fast and making me
           aware of this.

         - (3:13am) Found and SQUASHED the 12 hour lock up bug!  I had to
           get creative as it was operating in super stealth mode!

01/03/97
         - Fixed a problem with rooms keyed off to specific races or walks.
           Turns out that the code thought everyone was an elven priest.

         - Aliased the command "skills" to "showprofs" so they both work.

         - Added the ability to "look" at an item in a store so you can figure
           out whether it's worthwhile for you to purchase.  I.e. can you use
           it or not.

         - Added more information to the "hits" command.  Now it will display
           how much time you have left on your attack timer as well as on
           your action timer

         - Toggled player vs player combat and spells off for the moment so
           as to avoid the setbacks inherent with players killing each other.

         - Change the starting amount of gold to roughly 100 or 125 but
           the cost of development training will be toned down a bit

         - Fixed a general protection fault and deleting, creating new
           characters.  Reported/detected by Iron Talon (thank you)

         - Players now do damage with their fists according to their level
           of proficiency in the "Empty handed combat" proficiency

         - Modified the make_item_log and make_room_log functions as per
           the request of Gaetor.

         - Observors will now see others who "greet" npc's and receive
           spell lists

         - Toggled player vs player back on because it was not allowing
           players to cast ANY offensive spells (sigh, will fix that)

         - Made a command to locate a player...
           Usage : locate [player]

         - Made a command to summon a player...
           Usage : summon [player]

         - Fixed a GP which was occuring when you attempted to invite
           someone to join your group and they weren't in the room or
           you were supplying the name of a person that didn't exist.
           My thanks to Iron Talon for Gp'ing the system :-)

         - Fixed a GP involving the casting of spells on monsters.
           My thanks to Falcon for attempting to cast a light spell
           on an orc. :>

01/02/97
         - Today the official in-house alpha testing began.  .dll size
           of the game is approximately 650k.  Expect that to rise to
           well over 750k by the time the game is done.  However, estimates
           point to approximately 125k of that being debug and world
           building tools which will not be present in the released,
           run time (no pun) environment.

         - A room on northern avenue did not have any exits (room 226)
           so we added them. (oopsie)
